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Published by Mr. Vister, 2022-12-02 17:07:47

NPCs

NPCs

CthHeNgAaOmeRNm-aAPstLCeAr’TYs bEEoRoRk ofS

Illustrations by Foreword
John Stanko by Jasmine

& Jasmine Kalle Bhullar

500+ Unique Bartenders, Brawlers, Mages, Merchants, Royals, Rogues, Sages,
Sailors, Warriors, Weirdos and more for 5th Edition RPG Adventures

Jeff Ashworth Plus

3 One-Shot
Adventures!

CthHeNgAaOmeRNm-aAPstLCeAr’TYs bEEoRoRk ofS

Illustrations by Foreword
John Stanko by Jasmine

& Jasmine Kalle Bhullar

Jeff Ashworth

CthHeNgAaOmeRNm-aAPstLCeAr’TYs bEEoRoRk ofS

contents

04 06 154

Foreword | Introduction Outskirts & Outposts

08 pg. 155
1 Common Folk pg. 167
One-Shot Adventures 2 Nobles & Leaders pg. 179
3 Lawkeepers & Lawbreakers pg. 192
1 Where There’s Smoke... pg. 10 4 Oddballs & Outsiders
2 Hidden Horrors pg. 24 5 Random NPCs pg. 200
3 Upside Down pg. 36
206
48
Underdwellers
Big City Denizens
pg. 207
pg. 49 1 Common Folk pg. 217
1 Common Folk pg. 59 2 Nobles & Leaders pg. 229
2 Nobles & Leaders pg. 74 3 Lawkeepers & Lawbreakers pg. 244
3 Lawkeepers & Lawbreakers pg. 88 4 Oddballs & Outsiders
4 Oddballs & Outsiders 5 Random NPCs pg. 256
5 Random NPCs pg. 98
262
104
Side-Quest
Small Town Tenants Generator

pg. 105 267
1 Common Folk pg. 113
2 Nobles & Leaders pg. 126 Random Character
3 Lawkeepers & Lawbreakers pg. 138 Generator
4 Oddballs & Outsiders
5 Random NPCs pg. 148



“Where has this book been all my game-mastering life? Finally, relief for
the beleaguered GM who dreads the thought of their players deciding
to, ya know… talk to people! Stress no more. Everyone—and I mean
everyone—is in here.”

—Philip Athans, New York Times bestselling author and former Wizards of the Coast editor

“This book makes your spontaneous storytelling moments feel like
you had planned for them all along. Every NPC becomes a potential
jumping off point for a new adventure!”

—Pat Kilbane, Director of the D&D documentary The Dreams in Gary’s Basement

Foreword

HE MAKE-BELIEVE WORLDS WE ROLEPLAY IN

T are made real by the people and stories held within them. A sleepy town in the
mountains is unremarkable until populated by the sassy gnome baker, the oafish
town guard, the flirtatious mayor. At times we might write off NPCs as background
characters that serve only to convey an idea or expository info to the adventuring party

before melding into the backdrop. However, I’ve found exceptional NPCs can lead to exceptional

character moments for the players. There’s nothing more satisfying as a Game Master than when

your adventurers fall in love with a random farmer and decide to “adopt” them into the party and

bring them along on every foray into danger.

With this idea in mind, shouldn’t we give the same level of attention and care to the odd
shopkeeper or absentminded cartographer as we do to the boss fights and combat encounters we so
meticulously prepare? Or course! But between designing dungeons, building worlds and planning
boss fights, many GMs may find themselves overwhelmed at the prospect of creating and naming
a multitude of NPCs. It’s for this reason that The Game Master’s Book of Non-Player Characters is
such an invaluable tool in the Game Master’s toolkit.

As Game Masters, nothing is more intimidating than feeling like an NPC you whipped up on the
spot has become “main cast” material. You might find yourself starting to sweat as the players ask
more and more questions about where they’re from and what their motivations are. Fret not, dear
GMs: With this book in hand, you can find an NPC for almost any situation or alter one to make it
fit your story. May the brutally efficient security golem or the charming gnome who puts the “cloak”
in cloaker amuse and delight your players to no end!

As your players interact with the world you’ve created, they’ll inevitably come in contact with
its denizens more frequently. While you may have some key heroes and villains in mind, when
it comes to the “everyday” extras that make a world feel real and “lived in,” it’s always nice to
have something ready to go on the fly. In that regard, this book will aid you in maintaining some
narrative consistency while still having a veritable treasure trove of characters your players will

find themselves invested in. The Game Master’s Book of Non-Player Characters serves not only as

a wonderful resource full of colorful individuals to populate your worlds, but also as a collection
of launching points for what could be branching side quests, story arcs or adventure hooks. Let
the wonderful cast of characters assembled in this book breathe charm into your campaign as
they help (or hinder) your players through every turn of the adventure.

Jasmine Bhullar

@ThatBronzeGirl
Twitch.tv/ThatBronzeGirl

The Game Master’s Book of Non-Player Characters 5

Introduction

T HE BEAUTY of nearly every tabletop roleplaying game is right there in the name—
role playing. As a GM you take on any number of roles. You’re a rules arbiter; a
detailed narrator; a challenge-rating scaler; an overworked showrunner marrying
multiple story beats and character arcs; a desperate dialect coach attempting to assign
memorable (but not so memorable that they’re racist) accents so your NPCs don’t
all sound “vaguely British-ish.” You’re Kevin the Mason, Arlo the Grocer, Rictus the Barbarian,
Salacious the Necromancerotica Author, and any of the other half-hundred NPCs your party forces
you to present on the fly—and those are just the characters directly related to your ongoing story.

And then your party has the gall to ask what the peasant boy—the one you mentioned only
because describing the city streets as completely empty seemed weird—is wearing? It’s a role too
far. But instead of unleashing a legion of ancient dragons in your role as vengeful god, the next
time your party asks for in-depth details on a circumstantially created NPC, turn to this book.

What This Book Is This freedom extends to any element of a
presented character’s profile. Don’t like their common
The Game Master’s Book of Non-Player Characters phrase? Don’t use it. Hate that they’re carrying a bag
is a collection of personalities ready for you to bring to of rocks? Change it to a sack of silverfish instead.
life at your table complete with names, descriptions, Dismayed at a creature’s proposed challenge rating?
common phrases, small backstories, motivating needs Adjust their HP like you always do. This is your book
and desires and a few secrets or obstacles to explore. now. These are your characters. Embrace your ability to
And because NPCs have a habit of losing their stuff, reshape everything about them as if you’d created them
each entry includes a short description of what each yourself. After all, you’re the one who has to deal with
person has on their person. them at your table—they should be someone you like.

These NPCs are divided into four main sections, This book also features three one-shot adventures.
each with a collection of subsections. Because you Some of the NPCs associated with the adventures
will typically know where your party is before are locked into place and others will be determined
describing who they see, these sections are at random, but that shouldn’t stop you from mining
organized by environment (big cities, small towns, them for use in any capacity at your table or replacing
remote outposts and the realm underground). the proposed NPCs or settings with some your players
The subsections for each section organize these already know. And because every party finds a way to
individuals by their proximity to power and their latch onto a small detail and spin it into a mountain they
status as insiders or outsiders (commoners, nobles must climb, the Side-Quest Generator randomly links
and leaders, lawkeepers or lawbreakers and those NPCs within this book with clear objectives and defined
who—perhaps like your party—simply don’t belong obstacles so the party can get to work chasing geese.
where they are). This approach allows you to pull
up a person who’d make a great bartender in a big This book was created using the System Resource
city, or easily flip to a potential noble who might be Document for the Fifth Edition of the world’s most
willing to host your party when they’re in the middle popular TTRPG but is compatible with as many RPG
of nowhere. That said, borders are made to be broken, systems as you’re willing to transcribe or transpose its
so if you find someone in the Underdwellers section inhabitants into. The license for the SRD is printed
and can’t wait for your party to fall into a densely for your convenience on pg. 268. Passing references to
populated cave system, feel free to augment any material from this resource have been marked in bold
character presented in any way you see fit in order to (monsters and magic items) or are in italics (spells).
bring them to your table.

What this Book is Not How to Use this Book

The Game Master’s Book of Non-Player Characters is On each page, a character’s name will be presented.
not a tome of tradesmen, bar wenches or king’s guard. (with appropriate nicknames framed in quotes). Most
Well, it is—it’s just not organized that way. Just as you are characters have an associated common phrase—a deft
not defined solely by your job, marital status or birthright, shortcut that’ll help your players recall an NPC when
the individuals in this title are presented as unique your accents start to blend together. Common phrases
personalities with problems and pastimes, dreams and are styled like this:
debts, curses and callings. Any one of them could be a
blacksmith or queen in disguise. In some cases occupations “If you say so !”
have been assigned as part of a character’s backstory,
but lots of real people have two (or even nine!) jobs—the Because most of the action at a table takes place in
fantasy world is no different. The intention is that any your players’ imaginations, descriptive copy has been
character written could plug in as an NPC when you need written to be read verbatim upon first introduction and
one on the fly. Any one of these characters could be a is styled like this:
tavern owner or cult leader or poor sap being chased down
the street by an angry wyvern—in fact, a person could be An average man of average height
all three simultaneously. So when you need a character and average build in an unremarkable outfit but
in the moment, determine the relevant section and
subsection and go from there. (For even more chaos, use with spectacular shoes.
the table on pg. 267 to choose a character at random and
see where things go.) That doesn’t necessarily explain why The rest of the material is for you to know and
a queen would be the sole proprietor of the inn your party your players to find out. You’ll see “For the...” notes,
just walked into, but that brings us to our next point… meant to be shared with particularly observant or
perceptive or intuitive or intelligent party members
This book doesn’t have all the answers. What it does at GM discretion. You’ll then find relevant backstory
contain are possibilities. Each character presented comes information, followed by useful info broken out into
with a number of story hooks, but most of them will only the categories below. Some will matter immediately,
matter if you choose to connect them to something larger. some later on and some of it won’t ever come up,
The details provided are meant to serve you, not slow which is a real shame, because I spent a lot of time on
you down, so if you aren’t inspired by them (or simply this stuff.
have no idea where they might lead) feel free to exclude 1 Wants & Needs The thing(s) currently occupying the
whatever you like, or change things to suit your needs. majority of this character’s thoughts or motivating their
Sometimes the provided details will name NPCs that aren’t actions. A person can offer your players directions while
outlined anywhere in this title. Sometimes arcane artifacts also worrying about their dying rose bushes.
or magic macguffins will be listed among a character’s 1 Secret or Obstacle The things(s) these characters
belongings, wants and needs or secrets or obstacles. Some might keep to themselves or the reasons they might seek
are described (in bold italics) but most are not. This is the party’s aid (those roses are cursed!).
by design. Just because a detail exists does not mean it is 1 Carrying The stuff a character has on their person.
relevant to your party’s needs or aims. But it could be! Think they should have something else? They do.

Finally, while the details presented for each character In general, most of the characters presented should
might line up in a way that seems as though each aspect use commoner’s stats unless otherwise noted, at GM
of their lives are connected, not every listed particular of discretion. In several cases expanded stat blocks with
their personality is impacted or informed by the others. thematic features and abilities have been provided.
In fact, some of the details listed are just that—some Apologies in advance if they throw off the balance of
of the details. Perhaps a queen’s consort is described as power at your table and kill everything your players have
being blind. Maybe he was blind before becoming her ever loved—that wasn’t my intention. Unless it was yours.
consort, or perhaps, as she wished him to look upon no
other, he was blinded on their wedding night as part WITHOUT FURTHER ADO, please enjoy The Game
of their arrangement. The fact that this man is blind Master’s Book of Non-Player Characters. Similarities
doesn’t necessarily have anything to do with the fact that between characters presented here and individuals who
his current desire is to address the wraiths haunting his exist in real life are purely coincidental. All efforts were
marital bedchamber—unless you as the GM decide he’s made to apologize in advance to those for whom this
the only one that can see them. In sum, if you introduce statement is only partially true. If you run into trouble,
an NPC and they provoke a series of questions you reach out: @GameMaster_5e
aren’t certain about the answers to, you may need to
improvise a little—which you were going to have to do The Game Master’s Book of Non-Player Characters 7
anyway! At least you’ll know what everyone’s carrying.

ONE-SHOT
ADVENTURES

A collection of stories you
can engage in during a single
session (or over the course of
a few weeks), these adventures

use NPCs specific to their
respective plots as well as a
few random characters drawn
from throughout the book.

10

WHERE THERE’S
SMOKE...

A simple job in a small

24town gets monstrous.

HIDDEN HORRORS

Searching for clues to
abductions in a big city.

36

UPSIDE DOWN

Fighting for freedom in
an underground kingdom.

One-Shot Adventures

Where There’s
Smoke...

After the party learns of a dangerous beast lurking
around a small town, they must work with an up-and-coming

adventurer to protect a rare crop.

An Adventure Suitable for Levels 1-5

Upon arriving in a small town abutting the as they’re wandering from one adventure to the next. If
wilderness, the party encounters a local, this is your party’s first adventure together, it could easily
Benjamin Dabbler, being informed his serve as the catalyst that bonds them for a full campaign.
livelihood (if not his life) is under threat from a
terrifying chimera. This news comes from a budding Setting Up
adventurer, Cyndil Trueshot, whom Ben hired to guard
his first planting of an experimental livestock feed. Ben Knowing this is the last place for supplies and a clean bed
asks the party if they’re for hire while Cyndil offers a few before embarking into the untamed wilds, there are plenty
elven tips for tackling this beast—as well as ingredients of reasons for a few adventurous types to be wandering
for Chimera’s Bane, a concoction she claims will take around Wayside. Try to determine ahead of time what your
the creature down a peg. If the party wants Ben’s coin party (or, if indivduals, party-to-be) would need from the
they’ll need to gather the ingredients for Chimera’s Bargain Ben, the main supply shop in town. The action of
Bane, then steel themselves for battle against one of the this adventure begins outside the Bargain Ben, where its
forest’s most fearsome predators. halfling proprietor Ben Dabbler (pg. 147) is gesticulating
wildly at Cyndil Trueshot (pg. 128) an elven woman in
Adventure Location scorched adventurer’s garb. These characters, alongside
Halodreth Emberwhite (pg. 139) are the primary NPCs
This adventure takes place in the immediate area of for this adventure. The party is also likely to encounter
Wayside, a predominantly human outpost which can some goblins, a chimera and “the Low Elves,” a group of
be placed in any frontier region or borderland (or can burgeoning adventurers who occasionally go on quests
be swapped out for a similar, pre-established town with Cyndil. The identities of the Low Elves can be
in an ongoing campaign at GM discretion). Wayside determined at random by rolling on the table on pg. 267,
is far enough from civilization that there’s potential and giving those characters assassin, bandit, berserker,
danger from encroaching monsters (to say nothing of scout or noble stats at GM discretion. If you’re running
thieves and the nearby goblin settlement along the this adventure for an entry-level party, it’s recommended
river), but close enough to the main roads to be utilized you include Grak of the Grick (pg. 121) and Preet Slyfoot
as a stopover for brave souls daring to explore the (pg. 146) as their ability to heal others when the going gets
wilderness. As such, the residents here are accustomed tough may come in handy.
to hiring adventurers—who more often than not are
short on the coin necessary for supplies or upgrading The adventure is intended to take place over the
gear—to do odd jobs in this relatively rural township. course of a 24-hour period, with a long rest suggested
between Parts 5 and 6. Setting the start of the adventure
So, why is your party here? That’s entirely up to them. around midday is ideal. In a town this size, an argument
If incorporating this adventure into part of an ongoing this heated would be spectacle enough to draw the
campaign, the town of Wayside (or one like it) is well- attention of anyone with ears to hear. When Ben notices
known among adventuring types for its reliable supply a few adventurous types looking on in earnest at his
shops, kind (if exploitable) populace and dirt cheap (if predicament he would immediately attempt to grab their
low quality) ale; it’s as good a place as any to stop through attention and approach them for aid.

GM Note: Arriving at the Beginning Part 1: A Recipe for Disaster

Benjamin Dabbler is just that—one who is willing to Before reading the flavor text below, establish where
experiment here and there with just about everything. each member of your party is in relation to the Bargain
An arcane academy dropout with a bard’s curiosity Ben, the supply shop run by Benjamin Dabbler (whom
and a druid’s green thumb, when he isn’t minding his they may hear arguing from across town). Once they’ve
supply shop he dabbles in botany. He’s spent sleepless maneuvered close enough to see the biggest supply shop
nights hacking together hybrids of particular potion in town, read the flavor text below:
ingredients with several spell components in the hopes
of uncovering some breathtaking breakthrough. For Outside a supply post that seems a bit bigger than
the most part, however, his creations immediately nearly every building in town, beneath its sign “The
wither, prove incredibly toxic or never sprout. This Bargain Ben,” with an E, you see two figures—a
pattern came to an end this past spring, however, halfling man and an elven woman, whose red and
when he created Heroes’ Wort, (pg. 147) a proprietary blue leather armor looks scorched from flame—in a
blend of several potent plant species that he serenaded heated discussion. As you move closer the elf’s voice
with absent-minded humming each night for a becomes clearer, “It was a chimera! Swooped out
month. Initially thrilled the plant lived at all (heroic, of the sky and nearly torched the whole crop! I took
really—hence the name) it soon outgrew his hobbyist’s a few shots at it and it lit off into the woods but it’ll
greenhouse and Ben invested his life savings in a plot of be back,” she gestures wildly with a bow of elven
land on the outskirts of town to grow the stuff in bulk— make. “When I agreed to the gig you said I might be
all before determining whether or not he’d created the dealing with coyotes or maybe an owlbear at worst.
next goodberry or just good lettuce. You didn’t mention I’d be fighting a three-headed
As it turns out, he created something in between: fire-breathing monstrosity!” The halfling this charred
a crop that proved particularly filling for cattle, and woman is upbraiding wrings his hat in his hands,
alluring to some of the area’s less docile beasts. Fearing then stares blankly across the town square, as if he’s
encroaching creatures would devour his life’s work watching his entire future dissipate like a morning
before the first harvest, Ben hired a passing group of fog. He sees you observing and immediately runs
adventurers (the Low Elves, led by Cyndil Trueshot), your way. “Excuse me! Hi! Yes! Are you...are you all...
to guard the crop for a few nights so he could build a adventurers? I—I—I need help! I have coin! Supplies!
perimeter fence. Cyndil’s colleagues balked at the gig I...have any of you ever...killed a chimera?”
as little more than a babysitting operation, but Cyndil
agreed and spent the next evening watching the field This is Ben Dabbler, and the woman with the burned
alone. While whiling away the hours, Cyndil decided to clothes and the beautiful bow is Cyndil Trueshot. Ben
try smoking a bit of dried Heroes’ Wort on a whim. The will listen intently to the party’s response to his query,
results were incredible. She felt faster, more focused, and posit the following information as appropriate:
more in tune with the things that made her great—as if
she’d been adventuring for years instead of months. • Ben hired Cyndil to safeguard his crop, a spectacular
plant of his own invention that has proven quite
Rather than tell Ben about her discovery, Cyndil tempting to some of the larger creatures in the nearby
made a snap decision—she’d create a false controversy forest—including, to his dismay, a chimera.
to keep others away from the crop and work with • He can offer up to 400gp (though he’d start his
her adventuring pals to make off with as much of the offer lower) if they kill the chimera and protect his
Heroes’ Wort as they could. They’d become legendary field. But mostly to kill the chimera, as he’s already
adventurers in no time, and besides, why does the paid Cyndil to protect the field.
world need a crop that makes cows feel super-sated? • Should the party successfully haggle any further
Her allies will be back in Wayside tonight and plan to (at GM discretion), once reaching his limit in terms
make off with most of the Heroes’ Wort by morning. of coin, Ben would offer to upgrade their gear by
Cyndil determined the best way to keep folks away one AC tier if possible—and would do so upon their
from the crop in the meantime would be to generate agreement to kill the chimera. The gold would come
a hoax that would scare them away from the field. upon completion of the job.
Knowing there might be adventurous sorts about, • His crop, a plant of his own creation called Heroes’
instead of crying wolf, she cried chimera, setting herself Wort, is particularly alluring to beasts of all types,
ablaze and faking a few flesh wounds for maximum but he’s planning to market it as feed for livestock—
effect. But when it becomes clear Ben is willing to hire particularly cows—as it is more filling than any
a new group of adventurers to guard the crop, Cyndil other plant he’s encountered, which means farmers
will have to improvise—a skill she possesses in spades. in semi-rural areas won’t need as much land upon

The Game Master’s Book of Non-Player Characters 11

One-Shot Adventures

which to raise their cattle. Could change the world! should ask for more—because it’s deadly work.
It’s the future! And his crop is all there is of the stuff. • Any Wisdom (Insight) checks into Cyndil’s
• Heroes’ Wort was created through ingenuity, a bit retelling of the chimera attack would, at best, reveal
of wizardry and a not insignificant fluke of luck. He’s an individual prone to exaggeration as opposed to
tried to replicate the process since but has come up someone lying entirely.
short, in part because he thinks his humming had • The party would be wise to steer clear of the field—
something to do with the effects (he once dabbled as that’s her gig. And her allies, the Low Elves, are
a bard) but he doesn’t know what he was humming already on their way to serve as backup. She’ll keep
over the course of a month. The planted crop is all the field safe—they should focus on the chimera.
there is, so protecting it is incredibly important.
• Ben doesn’t know anything about chimera—only that GM Note: Underlying Motivations
they’ve got three heads and one of them breathes fire
and that’s enough for him to know he should steer clear. Cyndil will do her best to scare the adventurers
He will refer the party to Cyndil for chimera questions. off the job entirely, as she’d prefer them not to be
While Ben solicits help from the party, Cyndil will snooping around the field. Ben, for his part, will try
evaluate the party while leaning on her bow. She to reassure the party that chimeras aren’t all that
appears displeased to see them but will flash a quick dangerous, but a DC 10 Wisdom (Insight) check
smile and nod to Ben to direct the party’s attention would reveal he absolutely knows they are—he’s
back to his offer about the chimera. Once it appears just desperate to get someone to take care of this
clear these newcomers are willing to do battle with the problem on his behalf. Once it becomes clear the
chimera, Cyndil is compelled to intervene: party is interested in the job, Cyndil will redirect the
“Sorry, I don’t mean to pry,” interrupts the elven conversation in order to buy herself and her allies a
woman, who takes a rolled cigarette from behind little more time. Thinking on her feet, and boosted
her ear and lights up, puffing smoke at all of you as by the effects of the Heroes’ Wort, she will suggest
if to create a smokescreen for her big debut. The the party get some Chimera’s Bane—a concoction of
smoke has a somewhat piney scent. As she exhales, her own spontaneous invention.
the woman smiles and extends a bloody, ash- Once the terms of the contract with the party are
covered hand. “Huzzah. Cyndil Trueshot: Leader established, Cyndil would state the following:
of the Low Elves and archer extraordinaire. What, “If you’re dead set on getting eaten by the chimera,
exactly, makes you think you’re qualified to take you should at least make it hard on the beast,
on a chimera? Do you know anything about them? hmm? What you need is Chimera’s Bane. It’s an old
How they move? How they attack? How much they elven trick, but with a little tinkering by yours truly.
enjoy playing with their food?” Proprietary, of course, so not available in stores
Cyndil will press the party and provide information but pretty easy to make if you have the ingredients.
both as a means of showcasing her impressive pedigree Here—” She pulls out a scrap of parchment and an
and as a way of feeling out their skill levels to determine arrow. Scraping some of the soot of her armor with
if they’re a threat to her overall scheme. She will reveal her arrow’s tip she then uses the soot as a sort of
the following as appropriate: ink and starts writing out a list of ingredients.

• Chimeras have three heads: one like a goat’s, one Cyndil will hand the party the list (pg. 13) and explain
like a dragon’s and one like a lion’s. To say nothing of Ben might have some of what they need, but their best
its claws. It can attack with each head in a flash, and bet would be to check with Halodreth Emberwhite, the
also breathes fire that’s as deadly as a young dragon’s. local alchemist/wizard, and owner of Scribbles & Nibs.
• Oh yeah, and the thing can fly.
• Fighting one alone is lunacy even for an adventurer Any successful check related to the existence of
as skilled as Cyndil. Chimera’s Bane or the ingredients on the list (DC 15)
• The chimera swooped out of cloud cover and will reveal it seems similar to a concoction used to
blasted her with flames but she dove out of the way keep griffon mounts from destroying their hawsers and
(naturally) and it only managed to singe her. Its claw saddles, but that the name “Chimera’s Bane” is novel.
scraped her arm. She peppered it with arrows to Spellcasters will recognize some of the ingredients as
scare it off, but it might return. common arcane components, but the last few items on
• Ben could agree to pay more (if he hasn’t already) the list do not ring a bell.
and if they’re serious about killing the chimera, they

 CHIMERA’S BANE  As the party waits, the ceiling groans occasionally from
the movements upstairs. The party would have time to
Mix... snoop around the shop before Halodreth descends to
☞ 2 Lizard Eyes see what assistance he can provide. Basic spellcasting
☞ 8 Dragonfly Wings components, blank books, parchment, ink bottles and a
With one handful each of... variety of spell focus items can be seen—not so much “on
☞ Sage Blossom display” as they are “part of the general clutter.” Herbs
☞ Wizard’s Breath and plants grow in boxes taking up the remaining free
☞ Muckroot space. There seems to be no logic to the organization.
Muddle to mash, then combine with... Halodreth will enter the room and get straight to business:
☞ Two pints Goblin Knot
You hear a few thuds from above and then ambling
Stir over heat for 4-6 hours ( preferably outdoors) steps coming down the stairs as a middle-aged
until well-combined. Let cool before applying man with greying brown hair and a well-oiled
(unless you’re immune to fire—in which case, beard appears, his face sporting laugh lines around
lucky you...you get to be chimera bait). his eyes, his loose hanging clothes not-quite
concealing a considerable belly. He puffs on a
If the party asks Ben about the list he too will direct simple pipe while absent-mindedly blowing smoke
them to Halodreth Emberwhite’s apothecary, Scribbles rings. “I’m Halodreth. My familiar Hubert over there
& Nibs, which carries many arcane components and rare already sized you up for me. What all do you need?”
herbs. As a former adventurer himself, Halodreth may
have the remaining items or be able to help locate them. GM Note: Ask and You Shall Receive

After providing the list, Cyndil will excuse herself to If the party mentions that they’re planning to do
clean up and get back to work: battle with a chimera, Halodreth will make it clear
he is keenly interested in chimera eggs. He will
Cyndil puts her half-smoked cigarette out on her gladly pay 50gp for each intact egg they recover and
armor, then tucks the remainder into her pocket. 5gp for any egg shells. Both are unique components
“Good luck out there. You’re gonna need it. Just for some relatively obscure summoning rituals.
remember—if you see a chimera, the worst thing Additionally, chimera omelettes are a particular
you can do is show fear. The second worst thing you delicacy in some circles.
can do is let it eat you raw. Better to let it cook you
first—being burned alive is better than being eaten If the party mentions the list (to Halodreth or in
alive. Maybe. Huzzah!” And with that, she skips off front of his raven familiar), he will ask to see it and lay it
toward the Buzzing Bee, an inn across the street. out on a counter to better read it, and will ask what the
Ben Dabbler smiles and says “She’s an odd duck. ingredients are for, mostly out of professional curiosity.
But pretty steady with the bow. Didn’t know she If the party is evasive, he will shrug and move on with
was a smoker but...oh well. Nobody’s perfect.” business. He’s not one to pry.

Part 2: Shopping Spree Halodreth will respond as follows to specific inquiries
about an ingredient or share all the details if provided
Scribbles & Nibs is located on the opposite side of the the list.
street from the Bargain Ben. Ben, Cyndil or any local
could provide directions to the plain door labeled simply • Lizard Eyes: “I’m sure I’ve got a few around here
with the word “Enter.” Once the party locates it, read the somewhere.” He does. They cost 1sp each.
following flavor text as they walk inside. • Dragonfly Wings: “I’m fairly certain I’ve got...yes.
More than a few. 4 copper each.”
The door creaks opens, revealing a dimly lit shop, • Sage Blossom: “I have bundles of the stuff. Over
candles placed at varying heights in odd nooks there. Under Hubert. I use it to...mask his make.” If
among the room’s shelves and display cases. The the party balks at buying a product covered in bird
air is thick with innumerable scents and a fair droppings, Halodreth would tell the party they can
amount of dust. A raven on a perch near a window pick their own from any hillside around Wayside. He
watches your movements with intensity. You hear a would describe it as a low-growing weed with tiny
voice boom from above: “I’ll be down in a jiff.” gray-green flowers.

The Game Master’s Book of Non-Player Characters 13

One-Shot Adventures

• Wizard’s Breath: “Over there, I think, no—that’s You find the sun in your eyes as you head west out
Wizard’s Barf...here, here—all you could need. One of Wayside. You follow the main road and as it starts
silver piece.” to narrow over a hillside you see a small wooden
• Muckroot: “Never heard of muckroot. Heard of bridge. Halodreth suggested you go up river, and
milkroot, though. Just thinking through what you’re even though the water level is extremely low, you
making here, that’s likely what you need. Don’t keep can tell it’s flowing—albeit slowly—to the south.
any in the shop. Stinks something fierce and it’s There’s a small track that looks like it’s used by
only good fresh. You can gather more than you could animals and maybe daring hikers along the river
ever want from the river banks just outside of town. bank, but Halodreth mentioned you could also walk
The river’s so low you can walk along the banks or in the riverbed itself, and you can see a reasonable
right down in the bed if that’s your pleasure. Just be path down just by the side of the bridge.
wary—other side of the river is goblin territory. They
like to snack on milkroot, the gritty buggers.” The party can choose to travel in the riverbed or along
the path that abuts it. The riverbed is a little muddy,
If asked for more intel, Halodreth will clarify if whereas the path is somewhat meandering and natural
the party intends to travel upriver for milkroot they cliffs caused by erosion rise and fall in various spots,
will need to go past the first few hills on the edge of meaning each path is likely to take the same amount of
town. He can also describe the plant as having willowy time to travel.
stalks with brown cones on the ends that weep a foul
smelling white liquid when snapped from their roots. Whether walking along the river or down in the mud,
• Goblin Knot: “Goblin Knot? Not a plant I’ve heard the party will not see any signs of milkroot.
of. Could just be a misspelling. Or maybe that K is
an S? Yeah. Parvus cobalus muco involuta. Goblin If walking in the riverbed, a successful DC 15 Wisdom
snot. Bugbear boogies. Used in pungent poultices and (Survival) check would reveal small footprints, that
unctuous ointments due to its veritable viscosity. It some in the party might recognize as goblinoid (at GM
binds ingredients together, provided you don’t care discretion). These tracks suggest somewhere between
how noxious the result is. For reasons I’m sure you 5-10 goblins marching with purpose. Following them
can imagine, I don’t keep any around. You’ll need to will lead directly to a patch of milkroot. Once the party
ask a goblin.” discovers this milkroot, jump to the flavor text below.

If Halodreth is specifically asked his opinion about the If walking along the path, a successful DC 15 Wisdom
recipe he will surmise the result will certainly be disgusting (Survival) check would reveal large paw prints as well
at the very least—enough to make any creature think twice as some hoofprints. It’s clear that a heavy beast trod
about getting close to you, much less eating you. this path recently. Could be an owlbear or a brown
bear tracking a ram for an afternoon snack or it could
Halodreth will suggest the party’s best bet for be a chimera. Difficult to say. The paw prints head
gathering the remaining items on their list is a trip by upriver, but disappear at one of the banks overlooking
the riverside, just over the ridge into goblin country. If the muddy riverbed. In the riverbed are a few plants
they’re lucky, they might find a lone goblin or two and matching the description of milkroot. Once the party
simply ask for a little mucus. If they run into a group, discovers this milkroot, read the flavor text below.
they might want to tread lightly—goblins are small, but
their arrows are as deadly as those of a creature three
times their size.

Halodreth is also happy to sell the party any of Rising out of the muddy riverbed, you see a few
the available items at his apothecary’s shop, at GM stalks of bright green topped with small brown
discretion. cylinders. As they sway in the breeze and your
eyes zero in on what you hope is some milkroot,
Part 3: Down by the Riverside you see a few more brown objects bopping into
view around the low river’s bend, roughly 60 feet
At this point the intention is for the party to make away from you: Three goblins walking in a line, the
their way to collect the muckroot/milkroot and goblin largest carrying an egg the size of its head aloft, as
snot they need to complete the recipe for Chimera’s if offering it to the gods. You become aware of two
Bane. If they feel like wandering around town that’s more goblins on the ridge of the high river bank
certainly their right. If they choose to explore the town, on the western side of the river. Their arrows are
they may run into Cyndil Trueshot, who would likely nocked and trained on you. There is a momentary
be bragging about besting the chimera. Once the party pause, before one shouts “You. You. You are in
start making their way to the river, read the following goblin place. Why?”
flavor text:

These goblins have just raided a large cave in the Part 4: Cyndil Arrives
nearby hills and found an unattended clutch of eggs.
They quickly stole all four from the nest and ran before At some point during the interaction with the goblins,
the mother, in this case a chimera, returned. Now the Cyndil makes a surprise appearance. Perhaps a keen-
goblins are stoked about their victory and looking to eyed party member watching the surroundings for more
celebrate by feasting on some delicious muckroot (what goblins will see her appear. At GM discretion, the party
the players know as milkroot). would notice the goblins on the riverbank pointing to a
nearby hilltop, directing the party’s attention to where
These goblins are not spoiling for a fight but are nasty Cyndil is standing.
enough to get into a scrap at a moment’s notice. The
leader (the one with the egg, Grumple, should the party On a nearby hilltop stands Cyndil Trueshot, as if
ask his name) does speak Common, and will attempt posed for dramatic effect. Hat brim pulled low,
to scare the party off with boasts and challenges. If the cloak billowing, a red cinder glow flares. She takes
party seizes the opportunity to negotiate, the leader a long pull on a cigarette, exhales the smoke while
will certainly be willing to trade some goblin snot for casually flicking ash into the breeze. With liquid
anything of credible value. He would attempt to take grace she draws two arrows in quick succession.
advantage of the party to wrangle the best deal possible. Both arrows fly into the chest of a goblin in the
[“You ask for rare prize. Need give good treasures.”] riverbed, sending its body cartwheeling into the
weeds. The remaining goblins scream in rage and
GM Note: Keeping an Eye on Things ready attacks. “Huzzah,” declares Cyndil.

Cyndil Trueshot has been carefully following the party At this point there is no more negotiating, and the
at a distance to ensure they don’t get too close to Ben’s goblins will battle until they are run off or killed by
field and ruin her plans. She will soon join the fray. the party and Cyndil. The battle will occur along the
riverbank, with a relevant map on pg. 17.
If anyone in the group is able to communicate in
Goblin, the leader would preen under the presumed GM Note: Where There’s One Goblin...
deference, giving the player advantage on any
diplomacy-related checks. The party may also attempt Depending on the level of your party, you can adjust
to gain information from the goblins. the number of goblins for this encounter to suit your
needs, with at least one goblin boss (who carries a
What the goblins would reveal and/or bluff about: sack with 3 additional chimera eggs) and an average
• The goblin band just explored a cave and are lucky of 1.5 goblins per player. Cyndil will fight on the
to have escaped the demon creatures, dozens of party’s behalf. You can also add Flash Flood (pg. 16).
them, that guarded the eggs. It was a masterfully
executed raid. Both of these facts are false, and can Presuming a party victory, Cyndil will advise the
be discerned with a DC 15 Wisdom (Insight) check. players how lucky it is she caught up to them or bad
The goblins don’t want to share the egg but might be things could have happened.
interested in some kind of trade.
• Never heard of milkroot. The party can take all Cyndil scrapes a little goblin blood off her cheek. “Well
the milkroot they want but the muckroot belongs well—lucky I was in the neighborhood!” She nods at
to goblins. (The goblin name for the milkroot plant you all. “Not bad for a couple of rookies. But now we
is muckroot.) must celebrate. Drinks on me at the Buzzing Bee.”
• Are there chimeras? Hundreds of them. The
party should flee before they get eaten. Only strong A suitable amount of goblin snot, a subjective
types like goblins can survive these lands. This is measurement at best, can be obtained from any goblin
another fabrication—and much easier to deduce, corpse. Milkroot is easy enough to find. If the goblin
at GM discretion. boss was dispatched, the party would find a sack
If the party reaches a stalemate in negotiations with containing three more chimera eggs (assuming the bag
these creatures, either from bad die rolls or making wasn’t dropped or blown up).
demands instead of offering a trade, move ahead to the
events in Part 4: Cyndil Arrives. If the party did not receive Halodreth’s bounty for
If an accord is reached the goblin leader will wave for chimera eggs, Cyndil would comment that the eggs might
a “volunteer” to provide a dose of goblin snot, which you
should allow to play out before jumping to Part 4. The Game Master’s Book of Non-Player Characters 15

One-Shot Adventures

be valuable to a wizard. If no one searches the fallen Goblin River Bed
goblins, Cyndil will, advising the party that any kill can yield
a prize. If no one in the party tries to identify the eggs or just Though it’s not a great location to seek out fresh
dismisses them, Cyndil will identify them in a somewhat drinking water, if you’re looking for muckroot or an
amazed tone before recovering and indicating this is proof a ambush, you’ve found the perfect spot.
chimera must be nesting nearby. Cyndil will gather the eggs
if the PCs have no interest in them. At GM discretion she Getting Around
may ask for an egg as a cut for helping with the goblins.
The river bed as presented is just one portion of a
Cyndil would discourage the party from tracking any long body of water (well, mud). The riverbed itself (1)
goblins that ran (“In my experience, where there’s one goblin is currently loose, heavy mud and plenty of farmers
there’s usually one dozen...”) or attempting to find the whose cattle have wandered into the muck can attest
chimera’s lair (“Last thing you want to be doing when the that moving through it is a slog. The bed of the river
sun’s going down is traipsing off into a cave that leads who is difficult terrain. The banks are steep on both sides
knows where. We can explore the area in the morning—when (2, 3), rising between 15 and 20 ft. along the river bed
we’re fresh—plus, we gotta brew up some Chimera’s Bane!”). (at GM discretion) and requiring a DC 15 Strength
(Athletics) check to scale. Landing on one’s feet
Cyndil would remind the party that brewing Chimera’s following a leap from the banks down into the river bed
Bane overnight will make it more effective and a restful requires a bit of finesse in order to keep from slipping
night’s sleep will ensure they’ll be fresh to deal with the and falling prone into the mire, represented by a DC
chimera come morning. Why not head for the tavern? 15 Dexterity (Acrobatics) check. A fallen tree creates a
bridge from one side of the bank to the other (4). A DC
GM Note: Thinking/Drinking on the Fly 15 Dexterity (Acrobatics) check is required to cross at
full speed. A creature can walk carefully, forfeiting half
Cyndil has plans to abscond with as much Heroes’ its movement, to avoid this check. This fallen tree is
Wort as she can overnight. Her companions, the Low only sturdy enough to hold two medium (or three small)
Elves, are due to meet her back at the Buzzing Bee. creatures at a time. If this total is exceeded (at GM
She will attempt to get the party good and drunk discretion), the bridge gives way. Creatures on top of
and send them to bed. If any member of the party the bridge will suffer 7 (2d6) bludgeoning damage from
asks why she isn’t guarding the field, she would wink the fall. Creatures beneath can avoid similar damage by
and say “Between you and me, ol’ Ben isn’t paying me succeeding on a DC 15 Dexterity saving throw.
enough to guard a field from a chimera. Certainly
not enough to keep me from downing a few ales with Take Cover
my new mates. Huzzah!” If the party is insistent,
Cyndil would go so far as to feign alcoholism (“If I There are several natural elements in this area that
don’t get a beer in me soon I might pass out!”). provide cover or places to hide, a fact the goblins who
dwell nearby love to use to their advantage. The dense
Part 5: To the Tavern! trees along the bank can offer full cover (5), as do the
rocks and boulders in and around the river bed (6), at
The primary goal of this section is for the characters to GM discretion. Creatures at river level have partial cover
take advantage of a long rest. But first? Drinks. if being attacked at range by creatures on the upper level
unless the attacks are made from the edge of the banks,
as the angle is relatively extreme.

You make your way out of the muck of the river and Flash Flood!
along the path back toward Wayside. By the time you
arrive, evening has officially settled in and the small For higher level parties looking for more of a challenge
town is lit with torches and abuzz with the sound from this encounter, at GM discretion, a rush of water
of a close community enjoying the night air. Cyndil could come barreling down on the party—the result of
leads the way to the Buzzing Bee, what she claims a flash flood from storms in the highlands outside of
is the most popular tavern and inn in town—and town. At the top of the second round per initiative, a
upon arrival you can see that in this regard she’s wall of water between the river banks begins surging
avoided hyperbole. The Buzzing Bee is humming toward the party from the top of the map. Starting
with locals and as you approach you see a few figures the following round, the water moves 120 ft. at the
leaning against the tavern’s side wall, whom Cyndil top of each round. Players in the path of this surge of
immediately embraces in an awkward group hug. “My water must succeed on a DC 15 Strength (Athletics)
Low Elves! Meet...what do you call yourselves?” saving throw or be carried with the flood, suffering 1d8
bludgeoning damage per turn they are carried.

16 The Game Master’s Book of Non-Player Characters

5

5
21
6
6
43

One-Shot Adventures

GM Note: The Low Elves Bee for a round on her and the Low Elves (“Huzzah!”).
The Buzzing Bee’s bartender(s) and other patrons can
These individuals are here to assist Cyndil with be selected using the Random Character Generator on
her plan to make off with the Heroes’ Wort—but pg. 267 or at GM discretion.
in general are good (if chaotic) adventurers. To
determine who they are, roll on the table on pg. As the bar scene unfolds, give your party time to settle
267. If the level of the party is 3 or below, it’s in and relax for the evening with some well-earned
recommended you include Grak of the Grick (pg. cups of ale or its signature mead. As they crowd around
121) and Preet Slyfoot (pg. 146). For a Level 1 party, a table with Cyndil, she would offer them a chance to
include two more NPCs so there are a total of five enjoy some tavern games, as detailed below.
Low Elves (including Cyndil). Describe the Low
Elves to the party as appropriate. GM Note: Last Call

As part of introducing her companions to the party, Tavern games are fun. But if you’re attempting to
Cyndil would encourage the party to come up with close out this session in short order, they could
a name for themselves if they don’t already have one extend your session by 15-45 minutes—assess and
(“Otherwise, how will bards spin yarns about you that include at your discretion.
will echo through history? Huzzah!”). Between, or perhaps even during, the games or over
mugs of mead in the bar, Cyndil is approached by locals
Cyndil would then invite the party into the Buzzing

Buzzing Bee Tavern Games (Optional)

To add some opportunities for • Darts (Expert). Each player (Sleight of Hand), or perhaps even
your players to test their skills, throws five darts. Prior to each Constitution, at GM discretion.
choose a challenge from the roll the player selects a single The check represents the level of
list. Cyndil will flatly refuse any number on the die as the bullseye. challenge, so the higher the skill
challenges involving archery If the die roll matches the selected check, the faster the player goes.
because, “It wouldn’t really be fair, number the throw is a bullseye (30 Players can continue to take turns
would it?” Prior to any difficult points). The winner is the player upbidding one another to higher
portion of a challenge Cyndil with the highest raw total from the difficulties until failing a check
would have a quick smoke of her five rolls, including bullseyes. or backing out. Failing a check
hand-rolled cigarettes, improving results in 1HP of damage and an
her odds. Feel free to use actual • Quick Draw. Each player stands automatic loss. The winner is the
chance or just have Cyndil win, an equal distance from a target, “fastest player,” i.e. the highest skill
showing an amazingly high skill dagger sheathed. On a mark they check successfully completed.
at crucial moments, as long as both draw the dagger and throw
she takes a drag of Heroes’ Wort. in one motion. Distance from the • Target Practice. Someone
Cyndil’s main goal is to keep center of the target is determined consecutively spins three playing
the party occupied and inside by the total of a thrown weapon cards into the air. Each player
the tavern while the Low Elves attack with a natural 20 being a tries to pin the cards to the wall
prepare for the next stage of her bullseye. Closest to the center (that with a knife toss. The tosses get
plan. Her secondary goal would be is the highest total result) wins. progressively more difficult since
to claim a chimera egg as an ironic they come one after the other. The
souvenir (if possible). • Pinfinger. Each player places To Hit DCs are as follows: First
a hand palm down on the table toss DC 12, second toss DC 15,
• Darts (Basic). Each player with fingers spread apart. Taking third toss DC 18. Each hit is worth
throws three darts. Roll a d20 for a dagger in their other hand, progressively more. One hit equals
each dart. Add the participants’ the player stabs back and forth one point, two hits equals three
Dexterity modifier and proficiency between the fingers, hopefully not points, three hits equals six points.
bonus to each roll. The total of hitting them. Players set the DC First player to 12 points wins.
the three rolls is each participant’s for this task using an appropriate
score, highest score wins. skill check such as Dexterity

to hear about the chimera attack and how she survived. Part 6: Where There’s
She will regale any who ask with a vivid description of Smoke…
events which include her daring ambush full of precise
bow shots, barely dodging gouts of fire from the beast’s The sun is barely in the sky when you hear a
dragon head, nearly being gored by the horns of the goat clamoring in the hallways of the inn “Help help
head and surviving a few paw attacks from its leonine help!” You hear screaming, the nervous cries
claws. Perceptive players may notice the details of the of Ben Dabbler. As you make your way into the
story have grown more complicated over the course of the hallway you can see Ben is pretty upset, and
day as her original account merely involved avoiding the about to rip his hat in half with jitters. “The ch-ch-
fiery breath weapon and a claw swipe. If confronted about ch-chimera...it’s back! The field...I can see smoke!
the details of the story Cyndil would merely comment, Cyndil might already be done for!”
“Remember this: people don’t care about the truth—they
care about the story. You’ll see. Stick with me, rookie.” If the party asks questions of Ben, he does not know
much beyond what he already told them—he woke early
The party may attempt to find Halodreth to turn in their like he always does and noticed a bit of smoke coming
chimera eggs for coin, but they’ll find his shop is closed. off his field. He believes the chimera returned and
finished off Cyndil before starting to devour the harvest.
The party can also use this time to try and make the He continuously implores the party to hurry out and
Chimera’s Bane. The ingredients are ground together deal with the beast. The party can take a moment to
into a pulp then placed over a fire until dissolved into a gather their things and prepare to go out to the field.
gummy paste. The salve is green, slimy and pungent. Ben will attempt to harry them along the entire time,
reminding them to apply their Chimera’s Bane if they
When things are winding down, read the following remembered to mix the stuff.
flavor text:
From a distance there is nothing for the party to see.
The tavern door opens and in walks Ben Dabbler, If they wait, despite Ben’s protests, and observe from a
cap in hand. The moment Cyndil sees him she afar a party member may eventually spot a small flicker
tips her hat your way— “Shhhhh I was never here! of fire. The harvest does not appear to be burning, but
Let’s rally in the morning, the beast is as good as something’s not quite right.
dead...” before slinking away from the table and
disappearing into the crowd. Ben approaches you Regardless of whether or not the party stayed back
all, fighting his way through the throngs of locals to observe, once on the move, observant characters
and finally to your table, holding a few sets of would also detect signs of flames. The fire will appear
keys. “I heard you got what you needed today— to be slightly higher than crop level (from torches being
hopefully you’ll be ready for tomorrow. Here are moved by Cyndil and the other Low Elves). Perceptive
some keys. Rooms upstairs on me. Just...please. characters will detect sounds of movement and maybe
Please. I’m begging you. Bag that chimera, hmm?” faint whispers. Once the party gets close enough to the
crop, read the flavor text below.
GM Note: Final Arrangements
As you walk along the pathway into the crop rows,
Level 1 or 2 parties could be leveled up during this tall-stalked, wide-leaved plants blow in the wind—
long rest. Meanwhile, Cyndil would use this time as if a storm is on the horizon. As the wind waves
to get in a quick 4-hour trance before exacting her the crops, you see a momentary gap between the
plan. Once she’s rested, she’ll make her way to the rows—and notice a clearing lit by two torches.
field and rendezvous with the other Low Elves, who The torches burn low on the far side of a wagon. A
brought a wagon with them, and they’ll begin cutting handful of shadows cast by the torchlight reveal at
and packing the Heroes’ Wort for transport to a least three individuals carrying bundles of cut plants
warehouse a few towns over. If, the party is awake and loading them into a wagon. Hopping down off
before dawn they might observe an adventuring group the wagon and silhouetted in torchlight, wearing a
quietly leaving the inn with a wagon. Very perceptive widebrimmed, telltale hat, is Cyndil Trueshot.
characters may recognize this group as the Low Elves.
If asked, Cyndil’s compatriots merely say they are The Game Master’s Book of Non-Player Characters 19
getting an early start to move ahead of any goblin
raiding parties. They have already planned to head out
of town and circle back to the harvest, just to be safe.

One-Shot Adventures

Can’t we all just get along? Heroes’ Wort Field

Should the party go the diplomatic route, Cyndil will The fruits (erm, leaves) of Benjamin Dabbler’s labor for
take the lead for the Low Elves. She does, after all, most of his adult life are entirely represented by this tiny
already have a rapport with the party. Despite how field of Heroes’ Wort. Sadly, the entire thing is about to
outrageous it sounds, she informs the characters she go up in smoke.
took initiative to save the crop from a chimera attack.
They have met Ben, so they know how timid he can Getting Around
be, and she did not want to bog him down in the
details. He will be thrilled to discover the Heroes’ Wort This portion of the field is accessible from the
gathered and safe from any future harm. If fact, things surrounding area, and is divided by several paths (1)
are going so well the party ought to return to Wayside that crisscross the land and divide the Heroes’ Wort
and relax. Cyndil will come across as very nervous and into smaller croprows. The crop itself (as opposed to the
only vaguely invested in her reason for being in the field pathways that divide the croprows) is difficult terrain.
before dawn, and her ruse would be revealed with a DC Walking through the crop does offer the advantage of
15 Wisdom (Insight) check. partial cover, however.

Attempts to convince Cyndil to tell the truth will be Take Cover!
met with incredulity. Attempts to convince Cyndil to
return to Wayside will be met with dismissal, as she’s The wagon (2) Cyndil and the other Low Elves were
come too far and the work needs to be finished before using to load bales of Heroes’ Wort can be used for
dawn. If the party attempts to use magic to influence three quarters to full cover at GM discretion, as can
Cyndil while visible to other members of the Low Elves, an additional pile of fertilizer and farm equipment
they will view this as a threat. Move on to The Gloves (3) across the path from the wagon. Hiding behind
Come Off. If the party draws out the confrontation too the fertilizer does not come without its risks, however.
long, one of the Low Elves (not Cyndil) will attempt to Due to the overwhelming stink from the pile of mostly
subdue a party member. Move to The Gloves Come Off. manure, any creature that spends more than one round
within 5 ft. of this pile of fertilizer bags must succeed on
If Cyndil somehow convinces the players to return to a DC 10 Constitution saving throw, or fall prone as they
Wayside, move on to the flavor text prior to Part 7 just as lose their dinner.
they begin to move away from the wagon or back into the
field. This applies even if the party is only pretending to be Ablaze
headed to Wayside.
Heroes’ Wort, as cultivated by Benjamin Dabbler, is as tall as
The Gloves Come Off corn stalks, with wide leaves like tobacco. When consumed,
it is particularly filling, if extremely bland. A single leaf
Eventually, scrappy adventurers will do what they do would make a medium creature feel full for approximately 4
best: Scrap. Either the party will decide to resolve the hours. For reasons that have yet to be understood, this effect
issue by force or the Low Elves will become fed up with is doubled for creatures of bovine origin.
the party’s interference and move to neutralize them.
Facing off against Cyndil and her crew should feel like Heroes’ Wort is also exceptionally flammable, taking
a showdown for the party, the climax of the adventure, only 10-20 seconds to fully combust once ignited.
using the encounter map on the opposite page. When burned it emits a scent not unlike fresh-cut pine.
Any creature who inhales the smoke is subjected to
GM Note: Fireworks Before the Finale the benefits of Heroes’ Wort (+3 to Proficiency for 6
seconds), a fact Cyndil Trueshot has been using to her
For lower level parties, make it seem like the Low advantage ever since she discovered these effects. She’s
Elves are gearing up for a fight, but just before things been carrying a handful of hand-rolled Heroes’ Wort
get going jump to the flavor text that leads to Part 7. cigarettes with her ever since.
For higher level parties (Level 5 or higher), feel free to
let this aspect of the encounter go for a few rounds. Starting with Part 7 of this adventure, the crop will be
set ablaze by an incoming chimera. The fire will spread
If the party decides force is in order the Low Elves from the area around the wagon, the flames spreading
will defend themselves. Cyndil’s group aren’t really 2d6 x 10 ft. at the start of each round. Any creature in
looking to tarnish their reputation, and none of them the area where the flames spread is subjected to 9 (2d8)
are interested in murder. In the beginning all attacks fire damage unless on the path separating the croprows.

20 The Game Master’s Book of Non-Player Characters

1
2

3

One-Shot Adventures

will be meant to subdue the party. For casters, spell “...as the flames rip through this field on the wind,
selection will lean toward restraining or neutralizing, you’re surrounded by smoke, a piney-scent in your
i.e. hold person or sleep. For martial types, attempts will nostrils. As you breathe in you feel invigorated—as
be made to grapple and pin opponents in order to bind if you’ve been adventuring for years.”
them. All the Low Elves have access to the nets used to
gather the harvest. Each Low Elf has at least one net in The encounter concludes when the chimera is
their inventory and can use them to entangle the party. defeated or leaves the battlefield with the eggs.
The party would notice the Low Elves aren’t trying to
kill them, but will use any means necessary to drive off Part 8: Aftermath
or defeat the party short of killing them.
Ben Dabbler arrives in the aftermath of the battle. If
During combat Cyndil will avoid melee range and Halodreth Emberwhite is not already on the scene he
use her bow. She, too, does not really wish to injure the will be accompanying Ben. If the party managed to
party and may fire warning shots. She would call out save any portion of the Heroes’ Wort he would shower
things like, “A bunch of silly cow feed isn’t worth dying them with praise and assure them he will be able to
for,” continuing to convince the party to leave the field. obtain some kind of reward. But without the harvest,
Ben’s ability to raise funds is reduced. The party will
If half of either party becomes incapacitated Cyndil receive half the payment, 200gp, if they managed to
will immediately call out an attempt to end combat. stop the spread of fire within three rounds. If the party
stopped the fire at all, Ben is still grateful and pays
Cyndil surveys the scene with obvious shock. She 100gp. If the crop is completely destroyed (7 rounds)
raises her bow above her head . “Hold. Hold, I say. Ben argues he has no way to raise the offered amount
This has gotten way out of hand. I never meant for but says he can sell a few things in the store and get
this to happen! I just wanted to be a better me—a them at least 50gp instead.
true Trueshot! This stuff isn’t just cowfeed…if you
smoke it you—” Before Cyndil can finish there’s If the players managed to keep the chimera eggs,
an eruptive roar from the sky above. The torches Halodreth makes good on his bounty and will pay 50gp
sputter and the wagon rocks. A gout of fire billows for each egg that survived. He will also pay the 5gp for
past setting a patch of Heroes’ Wort ablaze. You any amount of eggshells he verifies are from a chimera.
see flashes of dragon scales. A pair of goat horns
gleam in the night and suddenly with a ground- Once Cyndil’s plot is revealed, Ben demands she face
shaking thomp, a massive beast drops from the local charges. For her part, Cyndil confesses the plot
air onto the wagon, splintering its wheels and at this point, acknowledging she earned her fate and
scattering the gathered harvest, its resplendent will go along willingly. (“I just wanted to live up to the
lion’s mane tossing in the wind as it bellows a Trueshot name. It was selfish. Sloppy. Careless...and
horrifying roar. None of you have ever seen a unelflike. I really am a Low Elf. And I’m truly sorry. I
chimera up close. That’s no longer the case. hope you all can forgive me. Huz—huzzah. Huzzah.”)

Part 7: …There’s Fire! Cyndil will also turn her things over to the PCs,
explaining they have earned it defeating the chimera
The final battle has arrived. The recently encountered and that it helps compensate for Ben not being able to
goblin scavengers have provoked a mother chimera by provide a full reward. The players would receive the
stealing its eggs. The chimera has been searching for her rest of the dried Heroes’ Wort she’s been smoking (2d6
clutch. She can smell them. She has decided to take out doses). This gives the players a chance to continue to
her rage on the exposed creatures making all the noise. benefit from the Heroes’ Wort a short while longer.
At this point the chimera is prepared to fight to the
death. Before running this encounter, it’s worth reading Optionally they could give the Heroes’ Wort to Ben
the “Leveling the Field” note on the opposite page to and explain the advantage of smoking his creation. This
determine how best to challenge your party. salvages the loss of the harvest and Ben realizes it will
save him financially. He would provide the full reward to
As the party surveys the scene, Cyndil will rally the the party for the return of these doses.
Low Elves, to protect themselves first, the party second
and the Heroes’ Wort last.

22 The Game Master’s Book of Non-Player Characters

GM Note: Leveling the Field

A chimera is a challenging foe, marginally safer. Additionally, the cover of darkness only to be
particularly for a low level party, the Chimera’s Bane created swatted down by a chimera claw.
but there are a lot of pieces by the party—assuming they Allow the Low Elves to be seen
available for GMs looking to adjust brought it along with them— getting an effective stab or slice
the encounter’s difficulty level in could prove effective against the on the chimera before being taken
either direction. beast, forcing it to make attacks out. NPCs with healing skills
against anyone wearing some at should stay hidden, reviving fallen
Heroes’ Wort (Easier) disadvantage. party members and keeping the
By setting a fire to the crop of group in the fight.
Heroes’ Wort the chimera gives A Peaceful Solution (Easier) GM Note: The Low Elves can
the party the benefit of the +3 to If any of the party are carrying be held back if the party does
proficiency for the entire combat. chimera eggs, offering them to not need assistance (maybe they
Regrettably, the Heroes’ Wort the chimera would soothe its run to town to take cover instead
is likely to burn up completely rage and send it back to its lair, of hanging around to be eaten).
in a few rounds. The bonus to assuming a successful DC 15 If the party is a higher level the
proficiency should be given Wisdom (Animal Handling) or Low Elves may hang back ’til the
regardless of party level, but could Charisma (Persuasion) check. chimera is defeated, then turn on
be decreased at GM discretion. the party when they’re weakened
Cyndil Trueshot (Easier) in order to make off with the loot.
The Wagon (Easier) At GM discretion, Cyndil can
If the party is of particularly low provide a round of safety for the Halodreth Emberwhite
level, you can have the chimera’s players and a dramatic story (Easier)
crash into the wagon become point to improve her chances at Hearing the rucous, the local
an event in and of itself. The redemption. She can expose herself wizard could arrive to provide
chimera might make its first to the chimera in an attempt to assistance to the party during the
few attacks on the wagon—it’s rescue a party member, only to be second round fighting the chimera.
certainly the biggest, flashiest knocked, apparently lifeless, to the After arriving he can use his wand
target in the field. The wagon’s ground. Alternatively Cyndil can of earthbind to bring a flying
structure could also trap the provide a method of restricting the chimera to the ground, use combat
beast, forcing it to use its action chimera’s breath weapon. Taking a spells to help reduce the creature’s
to succeed on a DC 20 Strength net she can leap onto the creature’s hit points, and most importantly
check in order to escape. back and entangle the maw of move around the combat field
the dragon head, preventing it and dose the party with healing
The Chimera (Easier) from using its fiery attack for one potions from his apothecary.
The beast uses its breath weapon round—after which the chimera Halodreth could also suggest the
upon arrival, which you are not attacks and knocks her off. party present the chimera with any
required to recharge. You can If she is being targeted because she eggs they may have gathered, while
also have the aforementioned has one or more of the chimera emphasizing his original offer.
wagon attack damage the eggs, Cyndil will attempt to hand
chimera’s wings, such that them over to the party member Goblin Raid (Harder)
it’s unable to fly, giving melee with the highest perceived Animal A goblin strike force retaliates for
characters a chance to get into Handling or Nature skill. If the the attack on their clan the previous
the fray (assuming they want to characters won’t take the egg(s), day. 3d4 goblin raiders join the fray
get that close). The area is also Cyndil will lay it at the chimera’s with the element of surprise, using
particularly smokey, so while a feet herself as a peace offering. the cover of the field to ambush the
large and thrashing three-headed party. Oh—and they are breathing
beast might be easy to spot, a The Low Elves (Easier/Harder) in Heroes’ Wort.
medium creature moving among This group is here to absorb the
the burned or burning crop rows chimera’s initial assault. They can Six Heads are Better Than Three
would be tough to spy. Forcing be used to fill in any situation to (Harder)
the chimera to succeed on assist a GM. If the party try to To bring the difficulty level way
Perception check at disadvantage make a stand near the wagon, up, two chimeras arrive—and both
may help keep the party an NPC can charge out from mom and dad are out for blood.

One-Shot Adventures

Hidden Horrors

What starts as a missing persons investigation
quickly devolves into a race to stop a group of cultists

from summoning an ancient evil.

An Adventure Suitable for Levels 6-10

Adventure Location The Mastermerchants, recognizing something needs to
be done, turned to “The Guppy”—Constable Grindlethorpe
The entirety of this adventure occurs in the city of Thistlespine, one of the gnomish community’s most
Eastenmoor (or a similar city at GM discretion). A accomplished detectives (who happens to be roughly a
large coastal port city on Harragan’s Bay, a body of week away from retiring for good). Constable Thistlespine
water fed by the confluence of two large rivers in the suggested hiring a group of adventurers who aren’t afraid
region, the Sellmin and the Iredan. Beyond the bay is to get their hands dirty, alerting his contacts across the
the Theruvian Expanse, a great ocean that stretches realm that the city of Eastenmoor is in need: Any willing
several thousand leagues to the west. to come to her aid should gather at the Eagle & Drake, one
of the last outposts for working class stiffs. It is here where
This city was once two towns—a fisher’s village above the party’s adventure will begin.
and a gnomish tinkering hub beneath the surface of the
Anderseer mountains. Following an agreement between Setting up
the two towns it became one, and trade, rather than
fishing became its main economic driver. Governed by This adventure is designed to be run as a one-shot
the Council of Mastermerchants, seven of the wealthiest adventure, beginning and ending in the city of Eastenmoor.
traders and businessmen in the city, Eastenmoor has It will be up to you and your players to decide how
become one of the most prolific ports in the realm. their characters came to be there. If incorporating this
adventure into a larger campaign, perhaps your party
As ships outfitted for catching trout were replaced heard from someone they trust that an old ally, Constable
by larger vessels for shipping across the sea, the Grindlethorpe Thistlespine, is seeking aid in the city—or
area’s import/export business has, unfortunately, maybe they overheard a rumor to that effect while passing
displaced a lot of the fishing community that the city through the city on their way to another port. If you’re
was originally built to sustain. As a result, the part running this adventure for a new party, determine their
of town that was the most attractive during the city’s individual reasons for being in Eastenmoor then establish
first boom is now one of its seedier, less reputable that as seasoned adventurers they heard about The Guppy’s
locales—the Dredges. Over the past few months, the call for aid and have gathered in the Eagle & Drake.
typical crimes of pickpocketing, burglary and assault
in the Dredges have given way to reports of missing This adventure features a few primary NPCs,
persons. There have been dozens of disappearances in including Constable Grindlethorpe Thistlespine (pg.
the past few weeks, with some reporting their loved 76) and Tarek Harborlan (pg. 94), a concerned citizen
ones have been taken from the street, while others from the Dredges, as well as a few commoners named
describe waking to find their family members have throughout. The party will encounter several wererat
vanished. With news from the Dredges having spread, cult fanatics (pg. 94). Any other NPCs, such as people in
the entire city is increasingly on edge, with people the streets of Eastenmoor or adventurers at the Eagle &
afraid to stay in or leave their homes. But because Drake can be generated using the table on pg. 267.
most of these disappearances are happening among
the poorer class nothing’s really been done, and It’s important to know up front that Tarek Harborlan
the locals—many whose parents and grandparents is not just a local with a bone to pick with those in
helped build the city—have watched helplessly as the power: He is the leader of the Cult of Yargathal, and the
Mastermerchants have ignored the growing crisis. force behind the recent disappearances. Tarek’s main
Unrest is starting to simmer. goal is to lead the party into a trap. He requires the

blood of powerful creatures for his ritual and is hoping Offer the party a chance to get settled into this pub. If
adventurers’ blood will do the trick. Should the party they are unacquainted, it’s as fine a time as any to have
suspect Tarek early on, he’d reveal he’s a pawn in a larger them introduce themselves. Although the denizens of
scheme before leading them underground. More details the Dredges are a notoriously tight-lipped lot, should
for other ways to keep this story moving forward in the any of your group reach out to the few locals in this
event Tarek is “found out” will follow where appropriate. space, they would likely learn the following:

Finally, this adventure will pit the party against • People began disappearing two months ago.
cultists dedicated to Yargathal, a scion of the Old Ones, • Those missing have left without a trace. In more
and will culminate in an encounter with an Avatar than one case it appears they have just walked away
of Yargathal. The party will not be able to “kill” this from what they were doing, meals half-eaten on the
creature, only stop it from fully manifesting in this city. table, tasks left barely begun, much less complete.
If the party fails in this endeavor (or discovers a larger, • Some speak of beastial demons, claiming foul
intercontinental plot based out of Eastenmoor), they’ll creatures with red eyes have been seen lurking in
need to rally a much larger force of powerful allies—a corners near where disappearances had occurred.
great hook for another leg of an ongoing campaign. • None missing have been seen or heard from since.
• The Council of Mastermerchants have done
Yargathal, Scion of Pestilence little about the matter, but through the lobbying
of a respected Dredgedweller named Tarek
In the times before cities marked the realm and Harborlan, have resorted to hiring “The Guppy,” an
learned scholars started writing down the histories accomplished investigator. The locals have their
of civilization, perhaps even before the pantheon of doubts given that The Guppy is a gnome (Constable
gods came into being, the Old Ones existed in the Grindlethorpe Thistlespine), but they also heard he
dark reaches between the stars. Incomprehensible plans to hire some adventurers to help him out.
alien minds, powerful and vast, they live in the fabric Once the party has settled in, or should they ask to
between realities. Yargathal, a creature of malicious speak directly with Grindlethorpe Thistlespine or Tarek
intelligence, is one of those Old Ones. This entity, Harborlan, read the following flavor text.
one of concentrated pestilence and corruption, is
believed by some scholars to be the progenitor of all The door swings open and from out of the rain walks
diseases from which humanoids suffer. It revels in an older gnome barely taller than 3 feet, in robes of
death and slow-wasting rot. One of this creature’s vibrant yellow that contrast sharply with his bright
acolytes is Tarek Harborlan, who believes the only red hair and tired blue eyes. Two large medallions
way to reestablish the commoners’ place within this hang conspicuously around his neck. The rain
now decadent city is to sacrifice a few of them so that continues to pour outside—but this gnome appears
the Great Corruptor can rise and cleanse every inch to be relatively dry. He is trailed by a middle-aged
of it. You know: classic cult stuff. Yargathal worship human man in a leather cloak with a severe-looking
corrupts the body, transforming those who fully knife on his belt, his face a mix of scars and scorn. He
commit to its rise into shapeshifting vermin who looks local, hardened by the city’s circumstances. He
wish to consume, and manifest Yargathal’s insatiable whistles, a distinct, clipped pattern, and all the locals
hunger for the living. in the bar stand and shuffle outside.

Part 1: The Eagle & Drake This is Constable Grindlethorpe Thistlespine and
Tarek Harborlan. They would observe the gathered
The mood in Eastenmoor is bleak—dim and foggy— company in the Eagle & Drake, assessing whether or not
and the interior of the Eagle & Drake is an extension of any of them look like the adventuring sort.
that. To set the mood, read the flavor text below:
GM Note: For the Perceptive
Damp sawdust covers the floor of this cramped
haunt, one of the only places some of the locals can The medallions Constable Thistlespine is wearing
still afford a pint. You can see rain leaking through are the same: the Mark of the Watchful, an award
the thatched roof in several places, pooling in globs granted to those who serve in a post with merit and/
of woodshavings beneath you. As you look over or distinction for more than 100 years. The blade
the scant few faces gathered here methodically Tarek carries is similar to one a fisherman might use
drowning their sorrows in ale, it’s clear they’re going to filet a fresh catch.
to need a bigger barrel. The bartender looks at you
with the eyes of someone who knows out of towners The Game Master’s Book of Non-Player Characters 25
by sight, and says: “What brings you in here?”

One-Shot Adventures

Before getting down to business Thistlespine will • Tarek is adamant that “new blood” be brought in to
order a round of drinks for any adventurers present. take part in the investigation, knowing locals in the
Once settled he will begin to speak. Dredges aren’t likely to share any intel with the city
guard (and not much more with outsiders).
Thistlespine’s voice is nasal and high pitched, • Tarek doesn’t much care for the Mastermerchants as
though not unpleasantly so, as he begins to speak, it’s clear they don’t care for the locals in the Dredges.
“On behalf of the Council of Mastermerchants I His efforts are part of why there’s a formal investigation
welcome you to the fine city of Eastenmoor, though at all. Hiring outsiders was his idea, though he
I wish the circumstances weren’t so dire. Most doesn’t mind The Guppy suggesting it was his.
egregious things are afoot in my fair city, and the
Mastermerchants...do not believe the guard need GM Note: An Eye on Tarek
assistance. They hired me instead. But I’m too old
not to have some assistance. Too old for this stuff in Despite being the leader of the cult involved in all
general. So...I’m using my discretionary fund to pay the abductions in Eastenmoor, Tarek is telling the
whomever can help me sort out the disappearances truth about all of the above. Any Insight (Wisdom)
occurring under the guards’ very noses. What makes checks related to his truthfulness would reveal a
you think you’re up for the challenge?” man who may be guarded, but most folks in the
Dredges are—a fact to which Constable Thistlespine
Tarek would stand by Constable Thistlespine’s can attest. If the party is suspicious, perhaps have
shoulder as the party is invited to convince The Thistlespine suggest overtly that the goal is to find
Guppy they’re willing and able to take the gig. If the missing persons. Bringing the perpetrators to
he’s convinced, Thistlespine will fill the players in on justice is a bonus.
any information the party may not have learned by
asking around the bar. In addition, he could tell the Thistlespine will urge the party to not waste time in
party the following: their investigation, but he will answer any additional
questions they may have about what is going on and about
• The majority of the disappearances have been Eastenmoor in general before encouraging them to follow
reported in the eastern area of the city called the Tarek to the Dredges. At GM discretion, for lower level
Dredges, a poor, working class neighborhood. parties, it may be appropriate for Thistlespine to join them.
• The most recent disappearance was reported by
Tarek Harborlan (present) a somewhat beloved Part 2: The Dredges
resident of the Dredges. Thistlespine will suggest
they begin by exploring Tarek’s neighbor’s house, A low clinging fog winds its way in tendril-like paths
where an entire family has gone missing. through the cramped streets of the Dredges. Tarek
• Thistlespine will offer the party a reward of leads you along the cobblestone streets of the city
500pp if they are able to get to the bottom of of Eastenmoor down a few less traveled alleyways,
this threat. as rats scamper and scurry beneath your feet. “Mind
If the party asks questions of Tarek, he would state these little savages,” he mutters “City’s crawling
what he knows about the most recent disappearance: with ’em.” After a brisk walk through another set
of slim passages you find yourself at sea level on a
“I already told the City Guard, lot of good that did. I residential street, the houses here all stacked
was on my way home from the docks, late shipment, against one another as if they were built at the same
when I heard it. Screaming, bloody murderous time to accommodate the same sorts of people.
screams, shocked me to the bone. They was coming “This is the Dredges. This is my street. Used to be
from Rufri’s house. That’s by my house, you see. Five quite picturesque when the tide was rolling out...the
blocks from here on the river. She’s a sweet lady. sunlight bouncing off the waves meant fine fishing.
Well...was? I don’t know. Always gave me fish pies if These days we’re lucky if the stench from those
she had extras. When I got there it was dead quiet. factories doesn’t block the sun altogether. This way.”
I called and called for her, for her boys Graham and
Filli...but no one answered. They was just...gone.” If your party asks about the area during this
journey, a DC 15 Wisdom (Perception) or Intelligence
Tarek would allow the party to ask questions, (Investigation) check would reveal that the area is
revealing the following as appropriate: visibly less affluent than where they just were. They
would also observe the following:

• There is more standing water in the streets, storm The eruption of noise comes from several blocks to the
gutters clogged with mud and debris all over. south of the square. The voice of a woman screaming
• And rats. Lots of rats. (Note: Those with a for help draws the party toward their destination.
connection to nature might feel there are “too many”
rats—something unnatural is happening.) Screams emanate from a narrow, two story house,
• Some of the houses here are vacant and most are the outer walls covered with grime. A sturdy oak
run down, however, a few appear well cared for door secures the front of the property. A small
and maintained. (Note: Insightful characters might picket fence in the alleyways next to the structure
ascertain this is due to the fact that these homes are shields the backyard from view.
the only thing their respective occupants have left).
• Each home features a second floor balcony To enter into the house the party can bash their way
overlooking the street. (Note: Roguish types would through the front door which will take a DC 18 Strength
note these homes are so close together it would be (Athletics) check. The lock can also be picked by making
easy to hop from one balcony to another and slip a DC 15 Thieves’ Tools check. Should the party desire to
through a window or escape from one via rooftop.) go around to the back, where the majority of the noise
• The streets are relatively free of people, a fact Tarek is coming from, they will need to get over the fence.
would explain is due to the abject fear sweeping over The upper balcony has an open window that players
the populace here. He is telling the truth. could also access if they notice it with a DC 15 Wisdom
Upon arrival at his neighbor’s, Tarek would open the (Perception) check. A player can either make an Athletics
door to the house. Read the following flavor text: or Acrobatics check (DC 15) to either climb or vault over
the 5-ft. fence or ascend the wall to get to the balcony.
A tall, narrow structure lies before you, a fresh
coat of ivory paint on the exterior. A stout, wooden When they enter the home read this:
door is half open and an entry and sitting area are
immediately visible, with a small kitchen and dining Despite the grime on the outside, this house is
area toward the back. A set of stairs leading to the well cared for on the inside and the layout is
second floor is straight ahead of the doorway on the similar to the home you were just inside—a small
home’s righthand side. sitting area and combined dining area and kitchen
on the first floor, with stairs leading upward.
As your players explore the space, a DC 15 Intelligence Beneath a trophy fish mounted on the wall you
(Investigation) check would reveal the following: see a slumped figure on the kitchen table—blood
pouring out of gaping wounds in its torso, its
• There is no sign of struggle. entrails spilling onto the otherwise spotless
• The kitchen is spotless. wooden floor. Screams can be heard coming from
• There are a few “valuables” still accessible—a silver the floor above.
candelabra, a few pieces of fine china, a vase from a
foreign land—implying nothing’s been stolen. Four figures, wererat cult fanatics, are trying to
• The second floor is a series of connected rooms, drag a woman, Etrenia Glowd, out of the window on
most of which have beds. All are empty and unmade. the second floor. The slumped figure on the kitchen
A DC 20 Intelligence (Investigation) check would table is Matrim Glowd, her husband.
reveal a few holes in the wall along the baseboard. Not
too large, but big enough for, say, a rat to crawl through. At GM discretion, more wererat cult fanatics can
As the party investigates this house, the moment one be added to this encounter as necessary, having split
of them steps out onto the second floor balcony (or at from the rest of the group to explore other rooms in
GM discretion), read the following flavor text: the house.

From here you can see the great expanse of the The party has stumbled onto an abduction in
bay and the ocean beyond, as smoke from the progress. The cultists will fight to the death in this
nearby factories billows up and collides with the townhouse (pg. 29), but are under orders not to
clouds overhead. For a moment all is quiet—a quiet kill any “adventuring types” here. Their goal would
shattered by the crashing of broken glass and a be to subdue and capture the party if they’re able.
guttural yell, followed by an ear-splitting scream. Although the party will likely have a few things to
say about that....

The Game Master’s Book of Non-Player Characters 27

Second Level 9 10

4 13
14 12

11
4

1 First Level 82
3 7
15
Basement 56

Level

One-Shot Adventures

Two Story Townhouse Part 3: To the Werehouse

One of several rowhouses in the Dredges of Eastenmoor, Assuming the hooded figures have been defeated and
this narrow dwelling is fully furnished and currently assuming she survives this assault, a shaking Etrenia
packed with cultists trying to abduct its owners. Glowd would immediately run downstairs to be with
her husband Matrim, distraught over his apparent death
Getting Around (at GM discretion). It would take a DC 17 Charisma
(Persuasion) check to calm her down to the point that what
This townhouse has two main levels as well as a small she is saying makes any sense. Magical means such as calm
basement. The first level has two entrances, one at the emotions would also work. Tarek would come to her side,
front of the house (1) that leads past a small bedroom holding her still, offering the Help action to any attempt to
and bathroom and into the kitchen and dining area and ease her pain. If Etrenia is calm enough to speak she says:
one in the rear (2) that leads directly to the kitchen.
The basement is accessible through a hatch in the “I was upstairs getting ready for bed when I heard
kitchen floor. The hatch could be discovered with a DC the glass break. I thought perhaps Matrim…I
15 Intelligence (Investigation) check. The second floor thought he had broken a glass or something, so
is accessible via the stairs (3) or by using one of the clumsy at times…I heard grunting and yelling,
balcony windows on the second level (4). The hallways and…I came down and...saw their eyes…red as
of this home, like most in the region, are incredibly blood, horrible red eyes…They...one...one said to
narrow (less than 5 ft.), making passing by another get me and go to Tawlney’s. I screamed. I still feel
individual in the hall a challenge. like I’m screaming.”

First Level The party can continue to question Etrenia, but she is
fairly overwhelmed and doesn’t remember much more
The ground floor of this home features a small bedroom than what she has already shared. Her husband was a
(5), bathroom (6), dining area (7) and kitchen (8). The good man. Decent. No enemies. Just like the rest of the
furnishings on this floor are sturdy and could support souls who’ve gone missing in the Dredges.
the weight of two creatures (although standing on the
dining room table is considered poor form in someone Tarek would offer the following information:
else’s home). This floor of the home seems well-
maintained, as if the owners were expecting company at •There used to be a warehouse, run by a man named
any moment. Tawlney Fletcher, that sat right on the Sellmin River.
•He will also inform them that the warehouse has
Second Level been shut down for several years and the structure
sits abandoned.
Accessing this floor from the stairs would reveal a
landing with a small reading chair (9), and another If the party chooses to search the bodies of the
narrow hallway that feeds into a bathroom (10) and wererat cult fanatics, they might discover the following,
three bedrooms (11) (12) (13). The hallway terminates in depending on the success of their roll:
a sitting room with a balcony (14) overlooking the street
at the front of the house. The furnishings on this level of • DC 10: Each wererat cult fanatic has a coin purse
the house, given that it’s primarily only used by family, is containing 13sp and 24gp and a crooked dagger.
less valuable and therefore less sturdy. This floor is more • DC 15: One of the wererat cult fanatics will have a
cluttered as well, as if the family who maintains the large iron key in a belt pouch. It is heavily rusted, as
home spends so much time keeping the first floor free if it spends a lot of time near salty water.
of junk that they have all agreed to keep their personal • DC 18: A medallion around each wererat cult
messes confined to the second floor. fanatic’s neck, embossed with an image of a
gaping hole surrounded by writhing lines. A DC 15
Basement Level Intelligence (Religion) check will reveal it is a holy
symbol of Yargathal, an ancient Scion of the Old Ones.
This damp basement (15) is used primarily for • DC 20: The cultist’s front incisors are a little
storage, and is only accessible through a trap door larger than normal, and there is tearing and bleeding
in the floor of the kitchen. If players discover this around the cuticles of their nails, as if something
space they would find it meagerly stocked, as if the larger, like claws, have recently ripped their way free
supplies saved for emergencies have long been burned of the surrounding flesh.
through. At GM discretion, this space could also hold
1d4 wererat cult fanatics.

The Game Master’s Book of Non-Player Characters 29

One-Shot Adventures

With this information in hand, the party should GM Note: Stirring Shadows
surmise their next step is to head to Tawlney Fletcher’s
warehouse. (Note: If the party isn’t putting this together, The shadows within the warehouse belong to three
Tarek would step in and make the suggestion himself, wererat cult fanatics, under orders to ensure the
stating “If you were running a criminal enterprise or adventurers hired by Constable Thistlespine follow
shipping bodies out of this city you could do a lot worse them further into the bowels of the city. If they
than Tawlney’s...nothing good has happened there in perceive the party, they would attempt to flee through
20 years.”) Tarek could point the party in the direction the warehouse’s hidden tunnel—a set of stonework
of the abandoned building. He asks the party if they’d stairs masked by a large crate—making sure their
mind if he stays with Etrenia. If they insist he join them, escape is noticed. If they do not perceive the party, the
he would relent without hesitation. moment the party’s existence is revealed (by an attack,
for example), the wererat cult fanatics would Dash to
GM Note: Very Suspicious the tunnel and attempt to escape.

It’s possible at this stage that the party might begin The lock securing the chains at the front of the
to suspect Tarek, particularly if they give orders to building has completely rusted solid. Its mechanisms
leave the cultists alive and he continues to attack. will not function even with the application of oil. The
In the event of a confrontation that turns violent, doors are still stout. A DC 20 Strength (Athletics)
or if a particularly high Wisdom (Insight) check check can break the chains and force these doors
reveals Tarek has ulterior motives, the party may open. Magical means will also open the lock, but it is
attack. Tarek does not want to kill the party in this impossible to open the front doors quietly.
house—he needs them for the coming blood ritual
(and you, the GM, need the party to get to Tawlney’s If the party has the key carried by the wererat cult
warehouse—otherwise everything that follows here fanatic, they would find it fits this lock, but thieves’ tools
will be useless). At GM discretion, Tarek would would also be effective (DC 18).
either reveal himself as a cultist, explaining “We need
new blood,” and sharing that the ritual has already The interior of this warehouse is dark and gloomy.
begun beneath the city—at which point he could take Water rot is everywhere and it’s a wonder the
them to the warehouse. If the party attacks Tarek building is still standing. Broken crates and barrels
and attempts to slay him, he would attempt to kill litter the floor. Bats squeak in the open rafters
himself instead. If he is successful, or if a member above your head. Collapsed wooden walkways
of the party lands a meaningful hit, his body would hang down from the floor above blocking much
burst into a pile of snow, revealing himself to be a of your view beyond the door. A single lantern sits
simulacrum (a boon from his patron allowing him to atop an old crate—part of a group of them.
be more effective in the trials to come).

Once the party begins their journey to Tawlney’s If the party did not observe the wererat cult fanatics
warehouse, read the following flavor text: escaping through the crate into the underground tunnel,
a DC 15 Intelligence (Investigation) check would reveal
You make your way toward the Sellmin River, one crate in this group seems newer than the rest.
following Tarek’s directions. The skittering rats that Raising its lid leads to a set of dugout stairs. Once the
were once hard to avoid stepping on are no longer party begins examining these stairs, or if they follow the
anywhere to be seen, a fact notable only because wererat cult fanatics into the crate entrance, read the
their presence earlier was so conspicuous. You text below.
can hear the water lapping along the docks as you
approach a decrepit edifice abutting the coast. The The sound of dripping water and the smell of
windows of this building have either been broken damp assault your senses. The stairs lead down
out or boarded up and an air of decay surrounds to a smaller cellar-like space, where mud and
the crumbling structure. The double doors on the debris have been pushed aside, creating a pathway
eastern side of the warehouse that face the street toward a collapse in the warehouse’s foundation—a
are secured with heavy, rusted iron chains and do narrow stone tunnel curves to the left—away from
not appear to have been used for several years. what you would know is the river and back beneath
You’re vaguely aware of something illuminating the the city of Eastenmoor.
interior of this warehouse, as well as a handful of
shadows moving around the light.

If the party has pursued the hooded figures from The narrow stone tunnel stretches down into the
the warehouse into this room there is no sign of their darkness, spiraling lower and lower as well as
quarry. At GM discretion they may notice the following: deeper beneath the city of Eastenmoor. The walls
and floor are slick with water and algae. The smell
• There are only two ways into or out of this of copper begins to overpower the scent of damp
cramped storage cellar, the stairs they have come and mildew as you descend. There are scrawlings
down and the passageway beyond the collapsed wall. on the wall, some clearly written in blood—the
The tunnel clearly travels back toward the city and ravings of madmen etched into the stone of the
the walls are damp with runoff and condensation. tunnel. Precious few of these scrawled writings
• A DC 15 Wisdom (Survival) check will reveal boot make sense, but those that do speak of the coming
tracks, turning into large rat-like tracks in the muddy of end times, the arrival of Yargathal, and the
floor of the natural tunnel leading away from the stairs. coming death of the world as you know it. A pale
• A DC 15 Intelligence (Investigation) or green glow meets your eyes as the tunnel lets out
Wisdom (Perception) check will reveal drag in a room about a hundred feet long and twenty
marks, as if a body has been pulled through this area. feet wide. The low ceiling and walls are etched with
Specks of blood and a few broken fingernails can be runes that seem to glow with an arcane light. More
found in the area around the entrance to the tunnel. entreaties to Yargathal are scrawled on the walls
here in between the runes, scratched into the rock,
Part 5: Descent into Madness written in blood and worse, each more deranged
than the last.
The cultists of Yargathal have set this room up to delay
and damage any pursuing foes. The cultists use their GM Note: Madness Rising
ability to transform into rats to avoid triggering the
traps set up in this room. Any creature that crawls on As soon as the party steps into this chamber, a
their hands and knees will avoid triggering the two wave of pressure rolls over them and a maddening
traps in this room (detailed below). Any creature over 4 chittering rings in their ears. Each creature that
ft. tall that walks upright through the areas of the trap enters the room must succeed on a DC 12 Wisdom
will trigger them. The first trap is located 30 ft. into the saving throw. On a failure the creature is charmed
chamber. for 1d4 hours. While charmed in this fashion they
Any creature wearing the medallions of Yargathal must roll all ability checks and saving throws with
(possibly discovered on the bodies of the wererat cult disadvantage. Additionally, an affected creature
fanatics) would feel compelled to crawl through this who targets a creature with rat-like features with
tunnel, helping them avoid the traps that follow. an attack or a harmful spell must first succeed on
The first trap, Yargathal’s Rage, is triggered 30 ft. into a DC 12 Wisdom saving throw. On a failed save,
the chamber. The second trap, Yargathal’s Breath, is the creature must choose a new target or lose the
triggered 90 ft. into the chamber. As the party begins to attack or spell.
move into the tunnel, read the following flavor text:

Trap 1: Yargathal’s Rage creature in the area of effect must and corroded. Looking up the
make a DC 15 Dexterity saving party would see numerous small
A DC 20 Wisdom (Perception) throw or take 22 (4d10) fire holes in the stone ceiling. Any
check would reveal two small damage, or half as much damage creature that comes within 5 ft.
holes in the walls on both sides of on a successful save. The only of the ceiling will activate the
the tunnel about 4 ft. up from the way to bypass this trap without trap, filling a 20 ft. cube at the
floor. There is no way to disarm taking damage is crawling on end of the hallway with an acidic
this trap, as there is no visible one’s hands and knees. gas. Any party member caught in
method of activation. Stuffing the area must succeed on a DC 12
something in the holes will have Trap 2: Yargathal’s Breath Constitution saving throw or take
no effect. Each hole lets out a 11 (2d10) acid damage, taking
15 ft. wide fan of flame at head A DC 15 Wisdom (Perception) half damage on a successful save.
height, covering the entire width check will reveal an area on the Crawling would allow the party
of the chamber for 30 ft. Any ground where the stone is pitted to bypass the trap.

The Game Master’s Book of Non-Player Characters 31

One-Shot Adventures

The tunnel, and its dangers, continue... Madness of Yargathal

In the gloom above the door leading out of this The elder being known as Yargathal has found
chamber there is a large circular seal of dark purchase in your mind. Your bond is replaced with one
metal set in the stone. A large gaping toothed from the table below.
maw surrounded by writhing lines that are clearly
tentacles. An aura of wrongness seeps from the 1d6 I must…
strange dark metal.
1 ...consume everything I see, the more corrupted
The unholy symbol of Yargathal rests above the door the better.
leading to the cult’s inner sanctum. Any creature that 2 ...cover myself in filth so that I might become clean.
enters through the doorway into the tunnel beyond ...supplicate myself before Yargathal, falling and
hears a horrible sucking noise in the depths of their 3 crawling prone until I myself am consumed.
mind that builds to a pressure so painful they feel their
eardrums and eyeballs might burst. ...dispense with my material possessions—
4 my armor, my weapons, my silly trinkets.
The seal radiates enchantment magic under a detect Yargathal will provide.
magic spell. The effect can be dispelled and functions ...ensure all follow Yargathal. All others must be
as a 4th-level spell for the purposes of dispel magic. 5 reduced to ash.

Each creature that crosses the threshold with the seal 6 ...stand in awe of Yargathal. I am physically
still active must succeed on a DC 15 Wisdom saving paralyzed by its unknowable pestilence.
throw or suffer a form of short-term madness for 1d10
minutes, rolling on the Madness of Yargathal table. Part 6: Yargathal’s Chosen
Madness is curable as a disease.
As you enter an immense cavern at the end of this
As the party continues through this tunnel, read the tunnel, the first thing you notice is you can’t see
flavor text below: the floor as it’s writhing with a sea of dockrats,
backbiting and screeching, jockeying for position
As you continue deeper beneath the city of around a pool in the center of the chamber.
Eastenmoor the temperature around you drops Numerous torches burning along the walls with
noticeably. There are no lights in this tunnel, but bright emerald fire reflect off of a large still pool of
here and there patches of bioluminescent moss inky black water. Several commoners, bedraggled
cling to the natural stone walls of the narrow and beaten, are bound with heavy iron rings set
passageway. Patchy aqua-blue pale light bathes into the stone walls opposite the space where you
the infrequent patches of the visible tunnel in eerie entered, rats nibbling their feet and legs. Between
gloom. As you make another turn you’re all aware you and this wall, on the other side of the pool, a
of the sounds. Echoing down the tunnel you hear large green fire burns wildly behind a stone altar,
subtle chanting as well as dozens of distinct voices a humanoid figure bound and displayed atop
screaming for aid. But there is another sound filling its surface. The rats at your feet begin surging,
the silence between ritual commands and cries for nipping at your ankles and shins—you can feel
help: the collective screeching of a gathered horde, some of them breaking through your armor,
like a wave washing over you. piercing your skin.
As the party steps into the room, give them a few
If the party follows these sounds they will find moments to look around and perhaps go over to help
themselves in the expansive ritual chamber of this the hostages kept here. Once they begin to approach the
cult of Yargathal (pg. 35), and face to face with an altar read the flavor text below.
avatar of the Old Ones. The party is about to walk in A voice, somewhat familiar, calls from the area
on an ongoing ritual to summon an elder being. It’s behind the large fire near the altar, “Welcome,
unlikely they’ll leave without a fight. Once they agree honored guests.” A figure wearing a mask that
to walk inside, read the flavor text at the start of Part 6: looks like a demonic rat’s visage, its fur formed of
Yargathal’s Chosen. writhing tentacles, steps into view. The figure is
flanked by hunched creatures in crimson robes,
with rat-like snouts, vicious incisors, and whiskers
poking out of their cowls.

The voice cackles... The Ritual of Yargathal’s Rise

“Yargathal will cleanse this city. The masters The Scion of Yargathal will grow stronger each
who have sullied Eastenmoor with their material time blood is spilled in this space. If the captives,
trappings will be consumed. All that will remain is members of the party or the cultists take damage
the Dredges and Yargathal’s chosen. The dreck of the (at GM discretion), the Scion of Yargathal will
Dredges were not enough to make my master rise, continue to rise. The following information will
but here—with new blood, powerful blood—see how help inform this encounter:
he grows.”
Tarek’s desire is to ensure the ritual is successful.
A DC 15 Perception check will reveal the voice of He will seek to inflict as much damage on the party
this masked man is familiar because he is none other as possible, but if all seems lost he will sacrifice
than Tarek Harborlan. The body strapped to the altar himself—spilling his own blood—in order to
is Etrenia Glowd, the woman the party rescued earlier. maintain the ritual.
Once revealed, Tarek would remove his mask to thank
the party for their blood. • The wererat cult fanatics will seek to wound
the party to spill their blood to ensure the Scion of
GM Note: Two Tareks? Yargathal can grow stronger. If they are unable to
achieve this primary objective, they will turn their
If Tarek Harborlan has been journeying with attention to the commoners chained to the wall,
the party this far (either of his own volition or by seeking to inflict as much pain and spill as much
force) the formerly masked figure would call out: blood as possible. They will attack the commoners
“I see you’ve met my simulacrum. A gift from my without hesitation in order to achieve this aim.
patron. Two heads are better than one, I suppose.”
Tarek’s simulacrum has the statistics of a wererat • The rat swarms act on initiative count 20. On
cult fanatic. the swarms’ turn, roll 6d20. For each roll above
10, consider blood spilled, deducting 1d6 piercing
The rats by your feet seem empowered by your damage from the party and the commoners (at
blood, and hungrier still, but shift away from GM discretion you can split the damage equally or
you toward the pool, gathering in a mass and choose specific party members and/or commoners).
intertwining with one another into writhing
tentacles comprising thousands of vermin—and • The Scion of Yargathal grows more powerful each
with a great sucking sound a huge maw of sharp, time blood is spilled, represented by the Blood Credit
chisel-pointed, rodent teeth rises from the center table (pg. 35) At the top of each round, the action
of the ritual pool. It’s a bad scene. You hear cries taken by the Scion of Yargathal is determined by the
of “For Yargathal!” in the tunnel behind you. Tarek number of Blood Credits accrued in the previous
smiles. “For Yargathal,”—raising a ritual dagger and round. For the purposes of this ritual, the blood of
stabbing into the body on the altar. Roll initiative. an adventurer counts as three Blood Credits. Blood
Credits reset by half at the start of each round.
The party is now part of the ongoing ritual to
maintain the presence of the Scion of Yargathal. The GM Note: Stopping the Scion
party will be facing off against Tarek Harborlan and
2d4 wererat cult fanatics. Additionally, swarms of rats The party can attempt to attack the Scion of
menace the party and the captives chained to the wall at Yargathal but it should become clear that doing
the start of each round, as outlined as part of The Ritual so is like trying to punch the ocean while you’re
of Yargathal’s Rise. drowning—the best thing you can do to survive is to
tread water and hope to stay afloat, while seeking a
As the party battles Tarek and his fellow cultists (as way to get to shore. In this case, “getting to shore”
well as the risen horror), stones begin to fall from the means staunching the bleeding—literally. Each time
walls and ceiling as the cavern starts to collapse around a creature in this space takes damage that causes
them. The party must try and rescue the hostages and bleeding, the Scion of Yargathal will grow stronger.
flee before being buried in rubble with a starving avatar The party cannot “stop” the ritual. They are already
of the Old Ones. in it. What they can do is prevent the flow of blood
needed to sustain the ritual. That means rescuing
the captives, dispatching the creatures attacking
them and getting out as quickly as they can.

The Game Master’s Book of Non-Player Characters 33

5 1
4
2
3

One-Shot Adventures

Summoning Chamber Assuming they are victorious over the cultists and
escape the Scion of Yargathal, read the flavor text below:
This cavern beneath a warehouse in Eastenmoor is the
perfect spot to call forth a city-swallowing horror from A thunderous impact rocks you on your feet as you
the void between the stars. flee into the darkened tunnel and away from the
madness of the chamber. Stones crack and break
Getting Around and with a roar of noise the tunnel leading into the
cavern containing the pool begins to collapse. A
The entrance to the summoning chamber is free of rats shrieking hiss of impotent rage from the creature is
and leads back to the surface (1). Within the chamber lost in the cascading crumble of stone. With a final
is a large ritual circle (2), from which the Scion of clatter of rubble, all seems silent.
Yargathal will rise. Adjacent to this circle is a stone altar
(3). Behind the altar is a group of alcoves (4) which Part 7: The Aftermath
are being utilized by the cultists as makeshift holding All the party has left to do is make their way back
cells for the captives they’ve gathered over the past to the surface, report to Constable Thistlespine (if
few months. At GM discretion, there are 10d8 captives he wasn’t traveling with them), see to their rescued
being held in these alcoves. The cavern also features a hostages (if there are any), and collect their reward. And
few natural rock outcroppings (5) that can be used for maybe take a shower. After processing the events that
partial or full cover at GM discretion. transpired, Constable Thistlespine would express a bit
of shock then state the following:
Freeing Captives
“Well thank the gods for you all. I must say, that
The abducted citizens of Eastenmoor are bound and Tarek fellow didn’t seem quite right, but to think
chained to the cave walls with a single lock (DC 15) he was orchestrating all of this right under my
holding as many as eight captives (the Cult of Yargathal nose is...all the more reason for me to retire. I’m
values efficiency and thriftiness), meaning an action just getting too old for this stuff. This city is in your
used to release one lock could free eight captives at a debt. As am I. Please—take this.”
time. The cultists each carry a set of keys for these locks. Constable Thistlespine would reward the party 500pp
If freed, the captives would fight to protect themselves as promised, and—at GM discretion—would also offer
and aid the party as much as emaciated commoners can. his wand of wonder if the party was able to save the
majority of the captive commoners.
The Scion Grows

Each time a creature in this chamber spills blood, add
a Blood Credit (Adventurer’s blood counts as three
credits). The Scion of Yargathal grows more powerful
based on the amount of blood spilled, as detailed on the
Blood Credits table.

Blood Credits 13-15 ...can use its tentacles to attack as outlined and
16+ also pull restained creatures toward its maw. A
The Scion of Yargathal... grappled creature is pulled 10 ft. closer to the center
1-5 ...is perpetuated on this plane. of the maw at the end of their turn, suffering 5 (2d4)
piercing damage as they are raked across the Scion’s
...can use its tentacles to attack striking out at 1d6 teeth. After being pulled this way a second time,
members of the party. At GM discretion, targeted a creature takes 17 (3d10) piercing damage and is
6-8 adventurers must succeed on a DC 15 Dexterity swallowed, consumed by the madness of Yargathal
saving throw or take 9 (2d8) bludgeoning damage (rolling on the table on pg. 32 at GM discretion). A
(spilling blood). creature attempting to escape being swallowed
...can use its tentacles to attack as outlined above. must first succeed on a DC 15 Wisdom saving throw,
On a hit, the creature attacked is restrained. then attempt to escape by succeeding on a DC 15
To escape, the target must use their action to Strength (Athletics) check. This effect ends if there
succeed on a DC 15 Strength (Athletics) check. aren’t enough blood credits to sustain it.
9-12 Other creatures can attempt to free a creature ...is more fully formed. Any blood spilled counts
restrained in this manner with a similar check. double toward any blood credits for that round.
A restrained creature takes 9 (2d8) bludgeoning If the party is completely slain, the ritual will be
damage at the end of its turn. This effect ends if complete.
there aren’t enough blood credits to sustain it.

The Game Master’s Book of Non-Player Characters 35

One-Shot Adventures

Upside Down

The party must participate in a dark, dangerous ritual trial
in order to escape a city far beneath the surface.

An Adventure Suitable for Levels 6-10

After the party attempts to seek an audience with Setting Up
the ruler of H’angontite, an ancient drow city,
they are taken to a series of holding areas for For reasons that are their own, the party seeks an
questioning. As the hours of questioning turn to weeks audience with Reclusia, the Matron Mother of
of hard labor, it becomes clear they are not guests of the H’angontite. This adventure begins with the party in
city, but rather prisoners of it. When the party learns captivity within the holding rooms of the city, where
of a possible method of escape, the mysterious Trials of they will be subjected to questioning by Vlar, the city’s
Shao Ganiz E’Cord, they must choose whether or not High Inquisitor. If you’re running this adventure as part
they’re willing to risk their lives for their freedom. As of an ongoing campaign, it’ll be up to you to facilitate
part of their participation in this ritual, the party will the party’s arrival to captivity here, helping the party
learn much about H’angontite’s past, and may have a determine what would be valuable enough for them
direct impact on its future. to risk coming to this dangerous, heavily guarded city
to speak with its most powerful resident. It’s possible
Adventure Location they were dragged here against their will, and are now
officially prisoners, or perhaps they came upon the
This adventure is fully contained within the drow city of heavily guarded city and announced their wishes to
H’angontite, a large urban outpost built in and around a speak with Reclusia, at which point they were escorted
massive stalactite deep beneath the surface of the realm. under guard to the city’s holding rooms (read: prison
The city is so remote, and its residents so reclusive, cells). Either way, they’re currently trapped here, so they
that its very existence is barely more than a rumor. may as well get comfortable. In sum, how your party
What’s more, those who have seen the city in person arrived at the holding rooms in H’angontite is for you to
are typically never allowed to leave, as those who dwell determine in the session(s) preceding this one.
within operate with an almost militant xenophobia,
capturing “Outsiders” and putting them to work as The same setup should be considered for individual
part of the city’s labor force. Like most drow cities, it is players if you are running this campaign as a one-shot
populated with backstabbers who value power above adventure for an unestablished party: “What do you
all, but H’angontite is unique in that there hasn’t been a seek from the Matron Mother?” is a question that will
proper coup or uprising in several years. Most attribute come up, so ensuring your players know they should
the length of the Matron Mother Reclusia’s reign to the have an answer will clarify their motivations as the story
diligent, aggressive curiosity of Vlar T’sarran, the city’s progresses. How each member of the party came to be
High Inquisitor, who snuffs out regicidal plots before trapped in H’angontite’s holding rooms can be part of
they can be fully formed. H’angontite is a dangerous each character’s backstory, but is less important than
place. Most of the workers appear to be slaves. Everyone what they were hoping to get out of coming here.
else seems preoccupied with the view over their own
shoulders. So why would anyone want to visit? That’s This adventure features a few primary NPCs, including
up to you and the party. It is rumored that a visit to Vlar T’sarran (pg. 240), Cody Nightingale (pg. 242),
H’angontite could result in the delivery of even your and the Matron Mother Reclusia (pg. 222). Vlar’s Brood
wildest dreams. Perhaps the party needs access to Guard and Cody’s Brute Force serve as those characters’
shadowglass, a rare arcane material that is practically respective heavies, and are detailed on pgs. 240 and
falling off the walls here. What the party seeks from 242. Additionally, players will encounter a three-legged
Reclusia, or life in general, is what has brought them to centaur named Henrick Steedcastle (pg. 194), as well as
the center of her web. Whether or not they escape with a few more random NPCs within the confines of the city’s
their treasures is an entirely different matter. holding rooms. Each should be determined by rolling on
the Random Character Generator (pg. 267).

Finally, the central feature of this adventure is the The Yard, as with other areas in this adventure
Trials of Shao Ganiz E’Cord, or “Trials of Organized (unless otherwise specified) are under the influence of
Chaos” in the common tongue. Reading about the a powerful anti-magic field. Should your party attempt
trials will be helpful in building an overall mood for to escape this space through other methods (digging,
your players, and will also help you understand the two climbing, pleading with their captors) they will find
phases of these trials and how they work, as each is them futile. All who come to H’angontite are submitted
effectively a puzzle as opposed to turn-based combat. to the holding rooms. And those who struggle here will
always discover their own breaking points.
The Trials of Shao Ganiz E’Cord
After the party has explored the Yard and exhausted
Whether worker or citizen, prisoner or power player, themselves trying to escape, they will discover they
all who dwell in H’angontite are familiar with the are being watched by a woman, Vlar T’sarran, who has
Trials of Shao Ganiz E’Cord. The trials are open to entered this space through one of the stone doors.
all who “declare,” including “Outsiders,” though most
agree any foolish enough to participate are deserving Entering the room in which you now stand is a tall,
of the imminent death that awaits them during the dark elf, with gray eyes that see everything from
ceremony. No Outsider has ever completed the trials. beneath a curtain of black, blunt, symmetrical
Most who were born in H’angontite do not declare. bangs. She carries herself with the aura of someone
Those who complete the trials are allegedly granted the who knows everything about everyone—and is not
freedom to dwell in H’angontite as full citizens, and are to be trifled with. The 10-foot lance she keeps at her
afforded the opportunity to commune with the Matron side sends a similar, more overt message. She wears
Mother herself. In some ways, the trials are a key a rich purple kimono-like robe and would stand out
element of keeping the underclass underfoot: because in any crowd. “Welcome to H’angontite,” she says
they have the option to pursue their own freedom, with a steady but also unwelcoming smile. “I am
albeit in a dangerous ritual where death is all but Vlar, the city’s High Inquisitor. This is the Yard. What
certain, most choose a life of docile servitude instead. brings you to our city? Before you answer, please
know this: I will know if you lie. And I would hate for
NPCs who serve as workers speak of the trials with a your final words to be...untruthful.”
hushed reverence, fear or incredulity. Drow NPCs who
speak of the trials will scoff or outright laugh at the If the party suggests that they are there to see
notion of a group of “Outsiders” participating in them. the Matron Mother Reclusia, Vlar will ask pointed
questions to understand the specifics of their requests.
Part 1: Here in H’Angontite
Jobs in H’angontite (Optional)
You find yourselves milling about in a large open
space, not unlike a clearing in a cave. Your armor and If you do not wish to extend your party’s time in
weapons have all been replaced in favor of roughspun H’angontite (or convince them they should do all they
tunics—and in this case roughspun means itchy. can to leave) you can jump to Part 2 of this adventure.
And a bit sticky, as if the fabric was once part of a Otherwise, after Vlar asks what they seek from the
spider’s web. Those of you with magical abilities are Matron Mother, she will ask members of the party “their
immediately aware of a distressing fact—you can’t purpose.” Based on their answers, she will assign them
cast a single spell. There appear to be a number of jobs in H’angontite.
stone doorways carved into the walls here, but all are
closed. You see a few others dressed like you milling Most of the work in H’angontite is meant to serve the
about, their faces tired, their backs a bit hunched city’s upper class, and in general it is all backbreaking,
from a long day of hard labor. soul-crushing or both. Most inquisitors in the city work
to find a proper role for all who dwell here, endeavoring
The party is in an area of H’angontite referred to to find a job that most can tolerate (if not fully enjoy)
colloquially as “the Yard.” It is, effectively, a common by selecting them for a service that is as close in spirit
area of the city’s holding rooms, where those who are to their respective interests as slave labor can be. For
imprisoned here can walk around, stretch their legs and example, a dwarf who grew up in a mine but left for
complain about the food. less cramped surroundings might find himself with
a pickaxe in hand in the city’s Shadow Mines. Or, if a
If members of the party are meeting one another half-elf were invested in becoming a chef before being
for the first time, feel free to encourage them to brought to H’angontite, they might be assigned a chance
introduce themselves and interact with one another to work in the stench-ridden Dust Kitchens of the city,
in this space. mixing water with bone meal to create the gruel that

The Game Master’s Book of Non-Player Characters 37

One-Shot Adventures

sustains the working class. If members of your party Part 2: A Way Out
love(d) a specific type of task, assign them a role that
most closely represents something they might at least As Vlar exits the Yard, there is a bit of shouting
tangentially be interested in. It’s what Vlar would do. and grunting as you hear the clip-clopping of
Alternatively, they can roll for a job on the table below. hooves and a few choice curses in Sylvan. A massive,
drafthorse-sized centaur who stands proud on only
Jobs in H’angontite (Optional) three legs is covered in lash marks but is wearing
a smile. “Oh great, you found a few more slaves
1d6 “You will serve H’angontite… did you?” he sneers at the three driders and four
ettercaps who force him into the Yard, poking and
...in the Husk Garden.” Workers in the Husk prodding with spears. “What brings you lot here?”
Garden must collect bones from the desiccated,
1 web-covered corpses of a giant spider’s last meal. This is Henrick Steedcastle. He will introduce himself to
the party, explaining that he was captured underground
The bones are delivered to the Dust Kitchens. after slipping down a deep ravine in a cave system he
...in the Shadow Mines.” Workers in the Shadow assumes isn’t far from here. After asking the party what
2 Mines spend their entire day mining shadowglass, they’re doing here and, if applicable, listening to them
preparing it for delivery to the Dark Forge. complain about their respective jobs in the city, would
...in the Dark Forge.” Workers in the Dark Forge share the following:
endure the intense heat generated by the arcane
3 furnace that melts and shapes shadowglass into • He’s pretty sure the Matron Mother could kick the
bucket any minute, at least based on what he’s heard
useful magical items for the city’s mage-class. from shifty-eyed locals who definitely would never
...in the Dust Kitchens.” Workers in the Dust say the quiet part out loud: She’s super old.
Kitchens batter bone from the Husk Gardens into • He wouldn’t piss off Vlar. He’s brave, not stupid.
4 piles of dust, then mix it with water to create a thick • He knows a way out of the city. It’s dangerous.
• He’d rather die trying to get out than continue
paste that is then used to feed the worker class. working as a slave.
...in the Looming Room.” Workers in the Looming
5 Room sew the roughspun tunics worn by the “They’ve got me pulling a cart,” says Henrick. “And
worker class out of spider webbing. I don’t pull carts. So they whipped me a bit. I told
...in the Spider Barn.” Workers in the Spider Barn them I’d rather die than pull a cart. They said if I
spend their days struggling with the giant spiders wanted to die I should declare for the Trials. I said
6 who dwell here, attempting to milk their fangs to ‘what trials,’ and they whipped me some more. But
then they said they’ve got this ritual that gets you
gather poison. It’s a dangerous job. direct access to the Matron Mother herself. If you
can speak to her, she might grant you leave. If I can
If you plan to let your party spend a bit of time get out of here with some of that shadowglass, or at
imprisoned in H’angontite you may wish to allow them to least my pride, I can pull a cart ’til the time is right.
interact with at least one NPC who is also a worker here, And that time is now.”
to be chosen randomly by rolling on the table on pg. 267.
Any of these NPCs might share the following: Henrick turns to the driders, their spears still trained
on him. “I declare for the Trials of Shao Ganiz E’Cord.”
• H’angontite is the greatest city ever to exist. The driders, as well as the ettercaps, all lower their
• To serve H’angontite is to serve the Matron Mother. spears. One leans forward just enough to whisper
To serve the Matron Mother is to serve Lolth herself. “You have declared. You will die. And we will watch."
• The Matron Mother is very powerful, and anyone
who would dare say otherwise would most definitely “Better than pulling a cart,” says Henrick.
die. But she’s definitely old. Very, very old.
• Vlar is not to be trifled with or lied to. The Matron Henrick will try to convince the party to declare for the
Mother is in charge, but Vlar is the one everybody Trials. He doesn’t know much about them, just knows
truly fears. they’re likely to be dangerous, and danger’s always more
• There is no way to escape the city, though there are fun when you have a few folks to share it with.
ways to advance within it.
• With a successful DC 15 Charisma (Persuasion) If the party wishes to declare for the Trials, Henrick
check, an NPC might mention the Trials of Shao would explain they must state “I declare for the Trials of
Ganiz E’Cord, but would do so with reverence to
the Trials, and incredulity at the notion that an
“Outsider” would even attempt them.

Shao Ganiz E’Cord.” Once a party member declares (or The party should spend the rest of their day/evening
when all have, at GM discretion), a man surrounded by preparing for the Trials however they would like. At
several armed attendants will arrive in the Yard to speak GM discretion, if any of your party have befriended
with them. This is Cody Nightingale and his Brute Force. the NPCs with whom they work, they can attempt to
convince them to join the Trials with a successful DC 18
Walking toward you—wearing a burgundy vest, his Charisma (Persuasion) check.
toned torso exposed, his harem-style pants flowing
as if in a breeze—is a lean dark elf who oozes charm Part 3: The Mind Trial
and malice in equal measure. He is flanked by
brutish elven men who seem to have been bred with The following morning, the party will all awake, gathered
the express purpose of crushing things. When he in the Yard. Vlar is already there, waiting for them, as
opens his mouth, his words linger like fine cologne. are Henrick Steedcastle, three NPCs chosen by using the
“I am Cody Nightingale, the Matron Mother’s Premier Random Character Generator (pg. 267) and any other
Consort. You, Outsiders, have declared for the Trials NPCs who have declared for the Trials, at GM discretion.
of Shao Ganiz E’Cord. You will most certainly die.
But if you do not, you may be given that which you Vlar stands before you in the Yard, a group of her
most desire. And giving people what they desire is a Brood Guard standing on either side of her. Henrick
particular specialty of mine. So tell me this: what do is to your left, a few other Declarees to your right.
you seek of the most beautiful woman who has ever
lived, The Matron Mother Reclusia, may we be so Vlar speaks: “You have Declared...and are ready
lucky as to lick her boot....?” for the Trials, yes?” She chuckles low...“Tck...
Most of you are lying. But I can forgive this.
Cody Nightingale will listen to the party share their Confidence in the face of certain death can be
desires. He will nod at each, as if making mental notes. viewed as a lie to oneself. Not to me.”
If they press him on anything about H’angontite or the
Trials, he might reveal the following at GM discretion: She cracks the base of her lance on the stone floor
beneath your feet. It echoes upward.
• The Matron Mother has served H’angontite as long
as anyone can remember, and he is happy to serve The walls of the Yard begin to expand, or contract,
her however she asks. or perhaps fade away. It’s hard to say whether you
• The Matron Mother enjoys nothing more than are rising or descending. But you suddenly find
watching Outsiders declare for the Trials and die. yourselves in a new space, like an arena but more
• The Trials will most certainly kill them. intimate. There are rows of well-dressed drow in
• The Trials are not only physical—they are mentally stadium-like seating observing what is about to
and emotionally draining. They include two phases, occur. Far above, on a platform, peering down,
called “The Mind Trial” and “The Time Trial.” roosts a frail-looking elderly elven female in purple
After the party has asked a few questions, Cody robes. Cody Nightingale stands by her side.
will cut things short and exit with his Brute Force,
motioning to the driders and ettercaps, saying: Vlar approaches, and you watch as several of her
Brood Guard peel off in a line, marching toward you,
“Vlar and her Brood Guard will come for you in the then splitting formation to walk around on either side
morning. For the Trials. Then you will die. Though of her, enveloping you in a circle. They all pull their
you would be wise to remember: There are some lances, taking one step forward, the sharpened tips
fates worse than death.” He motions to the driders unmoving, trained on you with ruthless discipline.
and ettercaps that continue to skitter around the Vlar cracks her lance down again and a drow duo
yard. “Some of these handsome creatures you see steps forward carrying a heavy shadowglass box
here were once Outsiders like you. They declared. marked with silver spiderweb inlays. They slide the
Now they serve H’angontite more vigorously lid off and pull out a number of blades. Each of you
than ever. It is too late for you to change your is handed a shadowglass dagger that glistens with a
Declaration—but not too late for you to serve this dark purple sheen, the handles made of bone. The
city. You will see.” He turns and walks away. blades feel warm in your hand, and a little hollow.
There’s a rattling inside the bone handle of each. Vlar
Henrick spits a mouthful of blood where Cody stood. taps her lance on the floor with a resounding crack
before stating: “Slice your hand along the top.”

This request is not optional, and Vlar will wait until all
have complied. Any who attempt to back out of this stage
will be killed slowly and painfully, at GM discretion. Vlar
will also personally inspect the hands of any she suspects
might attempt to fake their way through this aspect of the

The Game Master’s Book of Non-Player Characters 39

One-Shot Adventures

trial, and will—at GM discretion—ask any character who from one another, but if players have enough trust in
might attempt to put one over on her if they’ve followed the riddle presented they’ll ascertain that two of these
through on her request. She cannot be lied to, but will pills are red and two are blue. The riddle suggests
offer those who haven’t sliced their hand one (and only they eat one of each, but because the players are
one) opportunity to do as she asked. all blind they cannot tell which is which. The most
elegant solution to this problem is for players to use
GM Note: Blind in the Dark the knives to slice each pill in half, swallowing half
of all four pills and discarding the other halves. This
Once players slice their hands, they are subjected to guarantees they’ll only eat two halves of each color
a magical toxin that causes the blindness condition. pill, or “one of each.”
There is no saving throw against this powerful
arcane effect, and it can only be reversed through the Other solutions are permissible at GM discretion.
solution presented as part of the ritual. • If players choose to eat two pills and hope for the
best, have them roll 2d6, one for each pill. Odd
As the blade slices through your skin, you feel your numbers represent a blue pill, evens a red one.
vision fading. • A creature that consumes two blue pills will
immediately begin to transform into a dryder.
The last thing you see is Vlar’s smile as she says— This transformation can be reversed with a greater
“The Mind Trial begins.” restoration or similar spell.
• A creature that consumes two red pills will
Each of you is now blinded. immediately begin to transform into an ettercap.
Her next words wash over you in an archaic mix of This transformation can be reversed with a greater
elvish and undercommon, but for some reason each restoration or similar spell.
of you can understand the meaning of every phrase: • A creature that consumes all four pills permanently
Two of red and two of blue, transforms into a giant spider. This transformation
only one of each will do. can only be reversed by the wish spell.
The blade will take or save your life,
the mental strain is half the strife. You each feel your hand shifting higher, drawing the
As she speaks, the blades in your hands seem to hum blades toward your chin. There’s a sound of rattling
with a dark energy—and each of you feels compelled to and then a horrifying gurgle as you feel a warm mist
slash your own throats. Make a Wisdom saving throw. flash over your flesh, followed by the sound of a
body slumping to the floor.

Rules of the Mind Trial The party must now determine what they will do to
get themselves out of this jam. If they cannot solve the
To begin the trial, have each member of the party puzzle, the blades will eventually find their way into
make a Wisdom saving throw (DC 10). On a failed each member’s respective brains.
save, the blade moves directly under the wielder’s chin.
On a second failed save it begins piercing the flesh. As they puzzle things out, the following events/
On a third failed save in a row, the blade plunges into moments will transpire in an effort to help guide them
the PC’s brain and they are effectively dead—they toward the proper solution.
cannot be healed by normal means and only powerful
restoration magic can revive them. GM Note: An Observation

Have your party make a new save every 30 seconds After players discover the capsules, or after
(or at GM discretion) with the DC rising by 2 every discovering them himself after two minutes have
minute (i.e.: 1 minute = DC 12, 3 minutes = DC 16, 5 passed, Henrick will state: “How do we know which is
minutes = DC 18 and so on). which? It’s just blind luck? Normally I say never tell
me the odds but...what are the odds?”
Solution Rattling within each blade’s bone handle
are a set of four small pill-like capsules, which can
be discovered in the handles’ compartments with a
successful DC 15 Intelligence (Investigation) check,
revealing that the handle’s end can be removed like
a stopper. Each pill feels identical. There are no
distinguishing characteristics setting the pills apart

At minute one (DC 12): As your vision returns to you, you witness the
You can hear Henrick’s frustration growing. “This aftermath of the Mind Trial.
isn’t bravery, this is a stab in the dark—what’s the
worst that can happen? Guess there’s only one way To your right, a handful of bodies— [resolve any
to find out.”—you hear him curse in Sylvan. His deep names, if these NPCs were recruited by the party]
voice bellows, then suddenly stops, then surges in a
monstrous scream, as you hear flesh ripping, bone [Describe any party members who might have
creaking and cracking, the clipping and clopping of been transformed]
his hooves cacophonous and then silent. “Don’t…..
Don’t guess” you hear him stammering, his voice To your left, a large, seven-legged spider with a
rattled and somewhat transformed. He whispers humanoid torso, its head hung in shame, turned
“Don’t guess...unless you have no choice…” away from you.

At minute three (DC 16): • Henrick has been transformed into a drider. He does
You hear someone beside you “No...please...no... not want to live this way. Vlar will observe as the party
Lolth be with me!”—as a gout of blood splashes on assesses their current circumstances, signaling to some
you, followed by the sound of a skull smacking the of her Brood Guard in case Henrick starts to get unruly.
ground with a thud. • Cody Nightingale watches with interest from a perch
by the Matron Mother Reclusia.
At minute four (DC 16): • As the party reacts to their brush with death, and what
Another body hits the floor with a thump. You don’t they see, Henrick will take his situation into his own
know if it’s a member of your party or not. hands.

GM Note: A Meaningful Clue Henrick looks at you, his face flush, his mighty
haunches now an enlarged arachnid cephalothorax.
At this stage, the party is entering into dangerous His eyes dart to Vlar, who speaks calmly,
territory as far as the DCs go (if they’re not there reassuringly. “You are proud, horse man. But you
already). As a hint to keep them alive, remind the party may still serve H’angontite. In the Husk Garden, or
of the riddle’s language, and note that one of them the Shadow Mines. You will find your purpose,” she
might recall that elvish riddles typically feature words smiles, her voice steady, her long lance raised, its
with more than one meaning (in this case, the riddle end dropping to the floor once more.
suggests the word “half,” as well as that the knife they
are holding might save their life). These hints could Four members of the Brood Guard step forward,
be shared in part or in whole after a particularly good surrounding Henrick. He looks at each of you,
Intelligence or Wisdom check, or at GM discretion. dripping sweat, his eyes glistening with tears that
haven’t yet dropped.
If there are any remaining NPCs after minute seven
(DC 20), continue rolling for them. He suddenly surges forward, slamming himself on
the end of Vlar’s lance, it plunges his side then slips
The Mind Trial will come to a close when the party out as he rears up high and drives his chin down
solves the puzzle or when the final member of the onto it—impaling his skull. His heavy body hangs
party is no longer standing (ending the adventure). there for a moment.

If a member of the party has chosen to eat pills at Vlar is stone still. She takes a step back, with
random and has undergone a transformation, they can Henrick still supported on her lance. She tugs it
continue through this adventure in their new form. toward her and he slumps in a heap on the floor, as
his dark blood begins to pool at your feet.
If the party solves the riddle and/or takes one of
each type of pill, prepare the following flavor text: Vlar will observe as the party reacts to this series of
events. Cody Nightingale can be seen snickering to
himself. The Matron Mother sits with a hungry stare
fixed on Henrick’s body. These images are the last things
the party sees before the next phase of Trials continues:

The Game Master’s Book of Non-Player Characters 41

One-Shot Adventures

Your vision starts to fade as you hear Vlar’s voice— At your discretion, begin the Time Trial by reading the
steady, but with an apparent respect for the flavor text below:
dead: “The...Time Trial...has already begun.” Your
vision shifts once more. The room around you and A nefarious-looking shadow creature holding a
everyone in it starts to fade from your view as a pitchfork bursts out of one of the pillars. Then
swirling mist envelops you. It’s cooler, and the air another, and another—they begin to assault the
here is slightly damp. The entire area surges with city, taking it apart piece by piece. As you watch the
arcane energy, and those of you who are able to cast city’s destruction begin, a sudden realization takes
spells feel those abilities returning to you. As you hold. You may be able to stop this. You can save this
observe one another, it appears you’re wearing your civilization. But you have to act fast.
favored gear, your preferred weapons polished and
gleaming in your hands. Rules of the Time Trial

Part 4: The Time Trial Starting with the arrival of these creatures, track the
number of rounds of combat, as this number will come
Allow the party a moment to take stock of one another up at the start of the next phase of this adventure.
and decompress after whatever might have transpired
during the Mind Trial. As they begin exploring their The creatures appearing are shadow demons of
surroundings, offer the flavor text below: different shades, as detailed below. On initiative
count 20, each pillar will spawn a new shadow
As you get your bearings, you see you’re in the demon until the pillar is shut down.
center of a ring of six pillars, each roughly 60 feet
apart, and about 60 feet from you in every direction. Each demon carries a pitchfork with a specific
The floor beneath you is polished shadowglass, a dark number of tines (1-6), which act as keys that shut
reflective surface that pulses with magical energy. down a specific pillar, as detailed on the map at right
and corresponding with the table below.
Suddenly, forming itself from underneath you,
an illusory city—stunning in its construction, The top of each pillar has a specific number of small
every piece of stonework a celebration of art and holes in a row (1-6), corresponding with the size and
architecture—begins to rise up from beneath you, number of the tines of one of the pitchforks. These
stretching higher with each moment. Describing holes can be discovered via a successful Intelligence
it as a city is unjust, as it’s more like a series of (Investigation) check (DC 15)—though shorter
cities which form a ring, that rises... encircling itself characters may need a boost, as each pillar is 8 feet
concentrically, each level building higher—improving tall. A pillar is shut down when a pitchfork that fits
upon that which came before. into its holes is placed within it. Shutting down a pillar
in this way takes one action. At GM discretion, shorter
The city spins around you, as if it longs to show characters will have trouble interacting with the pillars
you every part of itself, an entire civilization that in this way and may need to climb or claw their way
appears as if it were constructed like a melody, with up to the pillar’s top in order to shut it down.
harmonies flowing in and around itself.
Example: The Green shadow demons spawn from
GM Note: Right-side Up a pillar with 1 keyhole and carry pitchforks with 4
tines, that act as a key for the Blue demons’ pillar.
This city is an illusory, and inverted, version of
H’angontite, and any who have read up on the city or Shadow Holes for Tines on
those with expertise in stonework would recognize Demon Pillar Fork Key Demon Fork
some elements of the construction as similar to
those that have presented themselves within the city Black 3 1
they’ve been trapped in.
Allow the party a moment to observe this city and Blue 4 2
consider its architecture and learn more about what Gray 6 3
they see. Green 1 4

Navy 5 5

Violet 2 6

The Time Trial ends when each pillar is deactivated
and there are no longer any remaining demons.

At GM discretion, roll 1d4 on a newly spawned
shadow demon’s second turn per initiative. On a 2,
the shadow demon splits in twain, creating a new
demon carrying its respective pitchfork.

Violet • 2 Holes • 6 Tines Black • 3 Holes • 1 Tine
Navy • 5 Holes • 5 Tines Blue • 4 Holes • 2 Tines
Gray • 6 Holes • 3 Tines

Green • 1 Hole • 4 Tines

As the Time Trial begins, the party will notice that Each time a pillar is deactivated, it will sink into the
each demon is carrying a pitchfork. Each time a demon floor, and another tier of the city will dip as well, as if
is killed, its pitchfork will clatter to the ground with a the large, towering spires are inverting themselves and
sound that echoes with clarity. Anyone investigating extending lower and lower beneath the reflective surface.
these pitchforks should be told how many tines each one
has, per the table on pg. 42. At the start of the third round of combat, read the
following:
The demons should hover around and attack the
illusory city, tearing it apart piece by piece and causing You all notice you’re feeling a bit sluggish and heavy,
visible, though still illusory, destruction. They may also as if you can barely stand. Your movement speed is
attack the party, and will certainly do so if provoked, but now halved.
their main goal seems to be damaging the city.
If the party requires more than 7 rounds of combat
The first time a pillar is deactivated, read the flavor to complete this task, impose a similar penalty at the
text below: start of the 8th round, cutting their speed in half again
(rounded down to the nearest unit of 5).
As you insert the pitchfork into the pillar there is a
low hum, and the pillar illuminates then sinks into Once the final pillar is deactivated, read the following:
the floor. As it drops into the floor, you notice the
first tier of the city is sinking as well, visible beneath
you, and safe from these creatures that seem to wish
it harm.

The Game Master’s Book of Non-Player Characters 43

One-Shot Adventures

As you deactivate the final pillar, the last remaining Vlar speaks:
tier of the city sinks, extending lower and lower, until
it reasserts itself at the top—or bottom, depending “Well met. You have succeeded. This is unexpected.
on your perspective—of a newly established seat of Many do not. Have not. Will not. The Trials come to
civilization. Its residents seem happy, cheerful, full of a close. Do not tell me what you have seen. I will not
life. Safe, underground, in the dark. ask. For the truth of the Trials is only for those who
Declare, and Arrive. You may now serve the mighty
If there are still demons swirling around, the party city of H’angontite. You may now see the Matron
must dispatch them in order for them to complete the Mother. You are nearly in her magnificent presence.
trial. Once the Time Trial is complete, the party will feel To have come this far. Outsiders. I am pleasantly
themselves shift to a new location, as outlined in the surprised. And I am at your service.” She bows,
flavor text at the start of Part 5. swinging her lance wide, before stepping back. “We
will learn what path the Matron Mother will choose
Part 5: Down and Out for you. But you cannot meet her like this. I will
prepare the way. Cody will prepare you to travel.”
GM Note: Another Time
Vlar exits down the stairway. Cody Nightingale will,
The Time Trial advances time in H’angontite at a rate with his attendant Brute Force, dress the party in their
of your choosing: weeks, months or years—one for favored gear. As he does this, he will telepathically
every round of combat the party required to complete connect to the member of the party he perceives to be
the trial. The flavor text below will reference the the easiest to persuade.
passing of time and its effect on the party, as well as
the world around them. Adjust it at your discretion, “Cody Nightingale will sing to you now. You have
based on how much (or how little) you wish to succeeded in the Mind Trail. And in the Time Trial—
advance time in this adventure or your campaign. only [insert length of time] have we waited. This is
no time at all in H’angontite. I have waited far longer,
As a result of this passage of time, the party is serving at Reclusia’s side. But now the time is right.
currently suffering 5 levels of exhaustion, and cannot Reclusia is weak. She can be taken. But not from
move on their own. within—no, by Outsiders like you.

As you clear the final entity, and watch the light There is not much time. I will give you all you
fade from the city beneath the surface of the desire. I already know what you want. You must
shadowglass, there is a momentary pause, as the only strike when I say. I can restore your vitality. And
darkness enveloping you shifts slightly. Walls begin then—we will kill the Matron Mother, kill Vlar and her
to come into view around you, as does a descending precious truth...ha. The truth. The truth is whatever
staircase of cut shadowglass in the distance. The we say when we sit the throne. Reclusia knows this.
gear you wore in the Time Trial is now the common,
roughspun clothing you had at the start. Standing And when we are finished, you will bow to me.
before you are Vlar T’sarran and Cody Nightingale. When I give the signal, you must strike.”

And you realize you cannot move—exhausted. Once the party is wearing all of their gear, members
Truly so tired you cannot take a step forward. You of the Brute Force will carry them down into the throne
look at one another...You all seem older somehow. room (pg. 46) to meet Reclusia, placing them in a line
Like what you’ve experienced has caused a facing a narrow ramp lined with spider pits, which leads
weathering to your faces. to a dais—the seat of the Matron Mother’s throne.

Allow the party to assess this situation on their own. If
you’ve chosen to advance time in years, for example, PCs
with human blood might have gone from being visibly
in their teens to their mid-20s. Those with the ability to
grow facial hair might find that their smooth cheeks are
now covered in wooly, unkempt beards.

As your vision shifts and you take in more of the “The Trials are for all of H’angontite. For those of us
room in which you now stand, you see Vlar at the who willingly serve the city—they are a promise. A
top of this room’s central ramp. Standing ahead of truth. If we cannot keep our word to these Outsiders,
her, on either side of a throne, are six members of why do we conduct the Trials at all? Purely for the
Vlar’s Brood Guard and a row with Cody Nightingale enjoyment of a shriveled crone who can barely stand?”
and his Brute Force. In the center is an elf with a
wrinkled, wretched face bathed in dim purple light— The Matron Mother raises her trembling hand
the Matron Mother Reclusia. and speaks: “There are only liars here—you lie to
me when you claim to serve anything other than
Vlar steps forward. “Matron Mother Reclusia. yourself.”
These Outsiders have succeeded where nearly
all have failed. They have survived the Trials of Vlar takes one step back, interposing herself
Shao Ganiz E’Cord. They are thus worthy to serve between you and the throne. “I serve H’angontite.
H’angontite in any capacity you desire.” But if you wish to kill these Outsiders, you will have
to kill me first.”
As Vlar speaks, the Brute Force, with a nod from
Cody Nightingale, walk forward, handing each of you Swift as a whip crack, she swings her death lance
a small vial as the Matron Mother observes. directly at Cody Nightingale’s throat, then throws
a dagger directly overhead. There is a burst of dark
“We do not need Outsiders,” says Cody. “They light, and those of you with arcane abilities feel
are nothing to us, only good for our entertainment. them surging back through your fingertips.
We should watch them drink poison and die. I have
distributed it. Please. Drink and die. Or, if you like, • At this stage, Vlar will attack Cody Nightingale. If he
dive into the spider pits. Either way, you will have survives the attack, he will call out to the party to drink
served your purpose.” their vials and save him.
• All six members of Vlar’s Brood Guard can be
GM Note: Vitality Restored convinced to fight at her side with a successful DC 17
Charisma (Persuasion) check, either from Vlar or a
The small vials Cody has distributed are advanced member of the party. This check is made at advantage.
potions of greater restoration, which will remove the • Cody’s Brute Force will fight to protect Cody from
levels of exhaustion currently keeping the party from any threats. At GM discretion, Cody will curse Vlar for
walking on their own accord. foiling his plot to kill the Matron Mother and claim her
• Cody Nightingale stands at the Matron Mother’s throne, and attempt to persuade the party to kill both of
side, his hand on her shoulder. His Brute Force stands them on his behalf.
directly behind the party. • Vlar will fight to protect the party unless they turn
• The Matron Mother seems pleased with the idea of on her. After striking a first blow against Cody she will
watching a group of Outsiders consume poison. focus the rest of her attacks on the Matron Mother, at
• The party is still unable to walk on their own, but if GM discretion.
they drink the vials in their hands at any time, they will • The Matron Mother will feebly fight to protect herself
find all 5 of their levels of exhaustion lifted. from any threats, and—at GM Discretion—could make
• Vlar is displeased with what she perceives to be an a promise to the party that might sway them to defend
unfair deal. She will step forward and defend the party, her from what she perceives to be at least one usurper
as well as her understanding of the city, in a full- (Vlar). If Cody makes a move against the Matron
throated retort: Mother, she will protect herself to the best of her ailing
abilities.

Part 6: The Aftermath

If the party survives the encounter in the Matron
Mother Reclusia’s throne room, resolve as necessary
based on the following information:

If the party helps keep the Matron Mother alive,
she will reward them by granting them an audience,
listening to their respective requests (as determined
as part of this adventure’s set up phase), and weighing
them against her own interests. At GM discretion,
Reclusia will offer the party some version(s) of
what they seek with a successful DC 20 Charisma

The Game Master’s Book of Non-Player Characters 45

One-Shot Adventures

(Persuasion) check, as well as their freedom if they wish Reclusia’s Throne Room
to leave H’angontite.
The permanent nest of the Matron Mother in
If the party helps keep Cody Nightingale alive, he H’angontite, this throne room sits at the tip of the
will reward them by politely listening to their requests, stalactite that serves as the city’s foundation, its scant
after which he will laugh and thank them again for their windows overlooking the expansive emptiness of the
assistance. If pressed on the promises he made to them cavernous darkness beyond.
he will sneer:
Entrances and Exits
“You have your lives, Outsiders. And you can leave
with them. This is all you are owed. Do not darken my Reclusia’s Throne Room can be accessed from the level
throne room again.” above either through the hole in the ceiling (1), or, for
those who cannot crawl up and down walls with ease,
via the staircase on the opposite side (2).

If the party helps keep Vlar T’sarran alive, she will The Seat of Power
thank them for their assistance, then ask what they saw
during the Trials. If the party mentions the elven city Reclusia’s throne is at the center of a dais (3), raised
sinking under the surface of the shadowglass, Vlar’s on platforms that boost her high enough to look down
face will drop as she concludes that she’s been lied to for on any permitted to see her in person. These platforms
much of her life. are each 5 feet tall. The platforms tower over the rest of
the chamber from a position at the top of a natural rise
“I have long served as H’angontite’s High Inquisitor. I (4), a ramp-like feature that also makes the area where
have put to the blade so many who lie—who harbor Reclusia spends most her time easier to defend. The
untruth. I am very good. Yet I have been deceived. ramp rises a total of 30 feet, placing the throne roughly
There was once a rumor about our city—a fairy’s tale. 40 feet higher than the base level of this chamber, which
That it once existed above the ground. A gleaming also features a few natural columns that stretch to the
city from another age. It was attacked by dark forces, ceiling. Many of the walls in this chamber are covered in
seeking out our shadowglass. To protect our city, dense sheets of webbing (5), which (at GM discretion)
and the memory of its people, the elder sages hid it. could prove difficult to navigate for those unaccustomed
Underground. This was nonsense to me of course. The to these sorts of hazards.
Matron Mother insisted that I snuff it out. But if this is
what you saw in the shadowglass, then perhaps there The Spider Pits
is truth to it. And more to this city than any of us know.”
Like any quality drow settlement, H’angontite is teeming
Vlar would ask the party what they wish of the new with spiders, and this chamber is no exception. Along
Matron Mother of H’angontite. She will listen with either side of the ramp that leads to the throne are pits
seeming interest and genuine concern, and will offer that harbor nests of poisonous spiders (6). If a creature
to assist in as many ways as she can, at GM discretion. falls into one of these pits they will land in a series of
She adores the city of H’angontite, but could possibly be webs and are Grappled. At the start of their next turn
convinced that its current way of doing things is a little they can attempt to escape these webs with a successful
repressive. She will also offer the party a small crate of DC 17 Strength (Athletics) check, or other method at
unrefined shadowglass (worth 7,000gp) as well as gems GM discretion. If a creature remains grappled at the
of cut shadowglass (worth 3,000gp), a +1 shadowglass end of their turn, they take 15 (5d6) piercing damage
dagger and a polished orb of shadowglass, which can be and must succeed on a DC 17 Constitution saving throw.
used as a +1 arcane focus. She will also grant the party On a failed save, the target takes an additional 18 (5d6)
full citizenship in H’angontite, and they may come and poison damage and is stunned for 1 minute, as a swarm of
go as they please. spiders prepares to feast on their body.

Anti-Magic Orb

Much like other locations in H’angontite, this entire
chamber is under the effect of a powerful anti-magic
field, generated by an orb along the ceiling that is hidden
from view. Reclusia can dismiss or reestablish this
device’s properties as a bonus action, and only her closest
allies know of its location. The orb has 10 HP and AC 10.
Vlar destroys this orb at the outset of this encounter.

46 The Game Master’s Book of Non-Player Characters

3

64 6 1
2

5

BIG CITY
DENIZENS

L arge urban areas make up for a lack of
environmental diversity with a plethora of people
populating every palace, prison or parlor room.
Whether members of a royal court, the nobility who
seek to charm them, the urchins in the square or sneak
thieves in the alley or the butcher, baker and candlestick
maker who consolidated his various businesses and
now just sells birthday meat pies, there’s no shortage of
interesting individuals in the realm’s big cities, which
means there’s plenty of adventure to be found in each—
even if you’re simply asking for directions to get the hell
out of town.

What Sort of Governance? 4 ...an Oligarchy.
5 ....a Democratically Elected Leader.
Roll 1d10 to determine the nature of the 6 ...an Autonomous Collective.
city in which your party has arrived. 7 ...a Military Force.
8 ...a Fated Child.
1d10 This city is ruled by... 9 ...the Gods.
1 ...a Matriarchy. 10 ...no one.
2 ...a Monarchy.
3 ...a Council of 10.

Common Folk

T hese are masons and merchants, blacksmiths and barkeeps, “the rabble”
or otherwise underclass—the sort who are used to dealing with out-of-
towners and therefore tend to be more open to speaking with them, at GM
discretion, naturally. Whether or not the working class in this part of your realm
pride themselves on hospitality or nativism is entirely your call.

“TALL DUFFY” McGILL “Fair is fair is fair.”

A man who looks to be in his AN EXCEPTIONALLY thin ride a horse tall enough to
mid-40s with thinning brown human man, whose gaunt features accommodate his height.
hair; very thin and extremely are exacerbated by his above- 1 Secret or Obstacle In his
average height, Duffy McGill (“Tall dreams, the horse Tall Duffy rides
tall, with a steady gaze Duffy” to all who know him and is actually a centaur, taking him far
and a flat smile. many who don’t) is soft spoken but from this city, never to return.
sturdy in demeanor and used to 1 Carrying 51cp, 4sp; a single gold
For the Perceptive hunching down a bit to look folks piece of foreign currency; a book of
in the eye. Which he always does. poetry about centaurs.
Tall Duffy’s pant legs seem sewn Perhaps for too long.
from a different type of fabric 1 Wants & Needs Tall Duffy
starting just below the knee. has but one dream: to

HELENA SLATE “Oh, quit yer whingein’!”

A broad-shouldered woman A STOUT, half-dwarven woman 1 Secret or Obstacle Helena is
who looks to be in her with dense red hair and the exceptionally disrespectful of
disposition of a cast-iron pan, Helena humans, in part because her no-
mid-50s, with thick, flowing Slate has no time for those who can’t account human father left her
red hair, skeptical eyes do for themselves, and is quick to dwarven mother nearly a century
and a mug of ale cradled cut off any who might be perceived ago (and even half a dwarven
between her hands. as complaining. At 108 years old (on grudge is enough to last four
account of her dwarven heritage) she lifetimes).
For the Perceptive manages a rock and gem appraisal 1 Carrying 18cp, 2sp; 24gp in
business on the side. assorted gems; a rock hammer; a
This woman can’t be human, or 1 Wants & Needs Helena Slate tattered map marking the location
fully a dwarf—she’s likely some would most like to be left alone, of a nearby mine with the note
kind of hybrid. particularly if she’s being kept “Pa’s Last Stand.”
from her work by non-dwarves,
especially humans.

The Game Master’s Book of Non-Player Characters 49


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